Updates on gameplay and other things!


Heya, haven't been posting too much here lately, so here's what's new in the game:

1. The main mechanic

So, the story branches depending on the expressions you decide to show. However, it gets hard to control your emotions sometimes!

The emotion detection functions pretty well right now, but more testing and training are coming along the way.

2. More locations, characters, minor visual improvements.

Not spoiling all of them here tho!!!

3. Navigation system 

 Travelling in Who's Lila is implemented through a map, where you input the adress you'd like to go to, oldschool-style. Or you can just choose an adress from the dropdown. New adresses appear there after beeing discovered in-game.

4. Dialog system 

 After three months of torturing myself with the abominable dialog system of T-Gotchi, I have made a new one, using shreds of an old parser I made once. Now the dialog is really easy to customize and translate and there's just one txt file for everything!


5. Saving system

Finished a more sensible Save/Load system + some menus. Currently, you may save and load whenever you like.


6. Swappable palettes.

Not sure here - do I make them unlockable or do I just let players set them freely?

Изображение

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Comments

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(+1)

Will there be any ability to mirror your inputs to both sides of the protagonist's face? It seems like a really unique main mechanic but I worry about individual actions taking too long and giving the player fatigue. 

Overall this is looking super cool!

(+1)

Thanks! Since it's mainly a point-and-click adventure, the player won't have to meddle with the face to the point of fatigue, hopefully. I'll definitely playtest the game with a focus on that though.