Art Thread [Amber's Magic Shop]

A fantasy crafting/dating sim https://www.winterwolves.com/ambersmagicshop.htm
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jack1974
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Re: Art Thread [Amber's Magic Shop]

Post by jack1974 »

Dracula aside :lol: I just finished coding the "alignment change" effect:
Image
posted a video on twitter but the quality is rather poor, in game looks better.
I am not sure if to keep a scale of 9 steps or not. In practice there are choices that give +1 light/dark, and others that give +2 light/dark. Then during the story, and in particular at the end of the game, there are checks for those values, and depending if Amber is more "light" or "dark", things will change.

Since I check only if light>dark (and viceversa) I think that 9 steps should be enough. This way you can still change things even later in the game, as long as you have still 2-3 choices to make. And also allows the player to experiment with both light and dark paths.

Some choices instead are fixed, like at the end of each young age romance there's a choice that will impact what happens in the adult age (did you help vampires or report them to authorities? etc).

The only thing I'm thinking if to add, is to have a separate light/dark value for each love interest, since the romance endings are also influenced by this light/dark system, but maybe that would be a bit too much. I need to think :)
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DarkWolf
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Re: Art Thread [Amber's Magic Shop]

Post by DarkWolf »

jack1974 wrote: The only thing I'm thinking if to add, is to have a separate light/dark value for each love interest, since the romance endings are also influenced by this light/dark system, but maybe that would be a bit too much. I need to think :)
I think it is better this way where there is just in general if Amber is Light or Dark not for romances, I mean it would be wired otherwise, like how light/dark are you with X person just kinda sounds off.
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jack1974
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Re: Art Thread [Amber's Magic Shop]

Post by jack1974 »

After talking with writer I'm going to have both. Since the endings of each character are influenced by the choices. In practice with your choices you also influence each character in a direction or another. So if you do all dark choices with Ruby, but all light choices with Bernard, the game need to keep track of those separately.
I'll need to do a complex relationship screen :)
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jack1974
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Re: Art Thread [Amber's Magic Shop]

Post by jack1974 »

Image
Started reading Cosmina's route now. In the screenshot above she should wear a cloak/hood, but it's just a test :)
I like it so far. Which means if all goes well, there's now only Lynn left to write.
HOWEVER, I still have to get all the icons for the alchemy part, and do some more coding/GUI work. So don't get too excited, those things will take time. As I said considering QoT official release and Never Forget Me, I think this game COULD be in beta by end of year, but not 100% sure.
This year has been a marathon so far for me and I might want to slow down a little after the Summer :lol:
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BobTheMob
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Re: Art Thread [Amber's Magic Shop]

Post by BobTheMob »

jack1974 wrote: Image
posted a video on twitter but the quality is rather poor, in game looks better.
I am not sure if to keep a scale of 9 steps or not. In practice there are choices that give +1 light/dark, and others that give +2 light/dark. Then during the story, and in particular at the end of the game, there are checks for those values, and depending if Amber is more "light" or "dark", things will change.

Since I check only if light>dark (and viceversa) I think that 9 steps should be enough. This way you can still change things even later in the game, as long as you have still 2-3 choices to make. And also allows the player to experiment with both light and dark paths.

Some choices instead are fixed, like at the end of each young age romance there's a choice that will impact what happens in the adult age (did you help vampires or report them to authorities? etc).

The only thing I'm thinking if to add, is to have a separate light/dark value for each love interest, since the romance endings are also influenced by this light/dark system, but maybe that would be a bit too much. I need to think :)
Something that just came to mind: if the player by the end of the game is right in the middle w/ the scale, will there be neutral kinds of endings?
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jack1974
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Re: Art Thread [Amber's Magic Shop]

Post by jack1974 »

Depends on the goals, in some cases you can fail to do a research or other stuff, in that case there's a "fail" ending (in some cases you can even die :lol:). But if you manage to reach the end, the endings will always be light/dark, no middle way.
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jack1974
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Re: Art Thread [Amber's Magic Shop]

Post by jack1974 »

While I wait for Never Forget Me main menu image I've resumed working on Amber. Lol this game art looks so good that even the load/save screen is gorgeous :o 8)
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jack1974
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Re: Art Thread [Amber's Magic Shop]

Post by jack1974 »

Image
lol I'm sure many players will hate Daniel's condiscending (I hope is the right word) attitude towards Amber, at least in the young stage :mrgreen:
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BobTheMob
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Re: Art Thread [Amber's Magic Shop]

Post by BobTheMob »

jack1974 wrote:Image
lol I'm sure many players will hate Daniel's condiscending (I hope is the right word) attitude towards Amber, at least in the young stage :mrgreen:
Well, how is he such, Jack? Sounds quite amusing! :mrgreen:

And Amber looks very cute--and funny--w/ that shocked look, haha! :P
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jack1974
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Re: Art Thread [Amber's Magic Shop]

Post by jack1974 »

Basically Daniel thinks to be better than Amber about everything... but things can change :wink:
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