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Polishing #13
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Well, i'm quite satisfied now. Will smoke-break now and probably not continue today. I hope this polishing-run raised the bar enough to present a nice game tomorrow. Nice polished assets btw 👍 |
Kudos! It should be fine, i will demo from level 1 to 4 if you don't finish lvl5 today. Thanks so far |
Well, to fix all issues noted here i need some new dialogue chapters, e.g. the second monologue in lvl5 reaching "Café Sonnenschein". Will implement them in a dummy-like, u may add better texts afterwards 😉 |
You should have all the text needed but sometimes placed inside one dialogue box that needs to be splitted. i did it because i wanted to add the text without creating dialogue bugs. |
Most stuff is done in da8e3f1 . |
Timing issues fixed provide an even more polished feeling now. |
The games version 1.0 is nearly complete, but there are still some minor issues mostly in the dialogues.
General issues:
Some testers proposed to put the text underneath the gamescreen because it makes more sense to them and doesn't interrupt the game visually like in the moth scene.
(A-B) move dialogues to the bottom of the window
(B) Make secondary keybindings, for example left and right arrow to walk, up arrow to jump and down arrow to interact.
(C) We should use the background canvas to give some informations like the keybindings.
(B) People should face Leyla if they start a dialogue with her, to add some realism and warmth.
lvl1
(A) to toggle the dialogue with grandpa, leyla should interact with him instead of the telescope. I already provided a new background and the grandpa file.
move the telescope once its own width to the right
the "steig ins Auto" dialgue should start when leyla returned to mom
(B) the "wir müssen los dialogue should start directly after leaving the starsplashscreen.
lvl2
lvl3
lvl4
(secondary)
when the lamp is toggled, the moths leave the screen straight upwards, some kind of dispersion and fading would add realism
lvl5
the upper lights.
lvl6
the monologues about the third lamp, finding the wrench and the outro don't appear.
(C) it should be possible to leave the level to both sides as little gimmick for smart people
lvl7
the first dialogue should start with the first person in front of the first house,
the second one with person 2,
the third with person one again,
the fourth with person 2 .
(A) fixing dialogue order
(A) the second house should turn orange after the final dialogue, not at the start.
lvl8
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