Kinda pivoting in a different direction here. Towards something less like a traditional adventure game and closer to what you might call a visual novel or even interactive fiction.
Recently I came to realize that I was focusing too much on rendering pretty pictures when pretty pictures just don’t make for much of a game. And then it occurred to me… maybe a traditional game isn’t really what I want to make! What I really want is to tell a story.
And you know what? You don’t need a full-blown game engine to tell a decent story.
With this epiphany, I am no longer shackled to Unity during development and testing. Working in Unity always felt like, well, work… something about it was almost suffocating: This enormous editor designed for AAA games with an insane amount of features, most of which I wouldn’t ever use for this kind of game.
Now, by using Ink directly, I can just write freely in a text editor and iterate much more quickly.
Of course I’ll still work on rendering backgrounds and illustrations. But there will be less direct interaction with the game and (much) more text to read.
Which is fine by me, as anything that reduces my workload is a win in my book.
TIL that rendering forests is really, really hard. Not only do you have absolutely insane amounts of geometry, the lighting is also a worst case because of the harsh contrast between the sky and shaded areas.
These screenshots' resolution is twice that of the ones I’ve posted so far. I’m considering increasing the resolution of the game for various reasons.
Our adventurers spend some time in the library. Sadly the book they’re looking for is checked out by a mysterious unknown person. The helpful librarian points the boys to another trove of information on the town’s history.