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WarGirl Games => Yokyoku => Topic started by: DesertFox on October 17, 2015, 11:26:54 am

Title: Yokyoku - Updates
Post by: DesertFox on October 17, 2015, 11:26:54 am
Updates - 17/10/15

The game now runs at a resolution of 1920x1080. While it's less authentic than running on a 4:3 monitor, it does suit modern gaming a little better. Also, considering the game is set in the near future, it's not the strangest thing in the world to have it as such a size. Adapting and improving upon things, and now lots of work making the screens fit the new resolution. Added a clock to the top right corner and trying to make it run more like a desktop than a traditional visual novel. Since everything's a bit of a mess since the resolution update, will have to show more screenshots later on. Now the game does feature plenty of buttons, puzzles, and now choices as well as input. Implementing the basic intranet pages/apps will be the most time-consuming part when it comes to that.

(https://mylittledictator.files.wordpress.com/2015/10/screenshot0297.png)

(https://mylittledictator.files.wordpress.com/2015/10/screenshot0298.png)
Title: Re: Yokyoku - Updates
Post by: The Loli Assassin on October 17, 2015, 12:30:54 pm
Looking good, Fox!
Title: Re: Yokyoku - Updates
Post by: DesertFox on October 17, 2015, 12:56:39 pm
Updated main menu (now in orange)

(https://mylittledictator.files.wordpress.com/2015/10/screenshot0299.png)
Title: Re: Yokyoku - Updates
Post by: Manchura on October 22, 2015, 09:42:04 am
looks good so far! keep it up
Title: Re: Yokyoku - Updates
Post by: Commander Zaelthul on October 22, 2015, 05:06:40 am
Foxxxy, do you just recolour the images yourself or do you have their color as white and use filters to make them come out as different colours?
Title: Re: Yokyoku - Updates
Post by: DesertFox on October 22, 2015, 11:33:13 pm
Foxxxy, do you just recolour the images yourself or do you have their color as white and use filters to make them come out as different colours?

Setting styles for text, buttons and frames is quite simple and it's just a case of coding them to depend on variables. Images are only slightly different in that they're already one color. The images are actually all a certain shade of green and, again, based on a variable, the hue changes to an orange in-engine dependent on the player hitting a button. They both share a yellow color for buttons being hovered and input text. It might be worth changing this but I thought it would be fine since yellow makes up both green and orange.

I did consider giving players a black and white option, but that might be complicating things more than it needs to be.

I also need to decide if, when using the intranet/applications, there is full color (like on Apple ][, you could buy disks that you slotted in and you could play games in full color. It was only the basic interface that was in green). It might be interesting but it also might be kind of jarring. It could actually be a fun interface thing, that you need to trick the computer into thinking you've slotted in a floppy disk by entering commands and appending 'files'.

I'm open to any suggestions  ;D
Title: Re: Yokyoku - Updates
Post by: Shirley on October 22, 2015, 05:15:27 pm
What exactly...is this idea you're trying to implement?
Title: Re: Yokyoku - Updates
Post by: Geocorn on October 22, 2015, 11:06:40 pm
Since you're not literally using the idea of it being an Apple ][, I think more pallet options would be neat. Maybe like an E-reader pallet, Gameboy/PalmPilot, Pong (opposite of e-reader), Virtual Boy, etc... Or maybe even making it possible for the player to enter a custom pallet with hex codes or something. Regardless of what you decide to do about palette choices, I think you should consider changing the way that you display which button is selected to keep with the bichromatic palette. If memory serves (it's been a while since I've used a machine from this era), highlighting would simply be the colors on the button being inverted (so, in this case, a green/orange border, black in the middle, green/orange text when the button is highlighted). I also think that doing this might make it easier if you decide to increase the palette options in the future. The yellow and grey on the screen just seem to be out of place. Maybe though when the game has more development though, I'll change my mind :)
Title: Re: Yokyoku - Updates
Post by: DesertFox on November 08, 2015, 09:24:22 pm
Been playing around with the GUI and implementing new things. Need to decide whether the Intranet opens in a window on screen or replaces the current screen. Once I decide on a style, I'm going to be designing dozens upon dozens of BBS pages to go in. Then I just need to think of a way for the player to discover new ones. Already I'm setting it so the player has to download an email application from one of the first BBS sites they manage to visit. The idea then is that through emails, documents already on the computer, random information they encounter on BBS pages, hints from Kikai and other stuff, the player continues to explore at their own pace in their own order. Then I suppose a score system can be based on how much the player explores before the plot of the game takes over and they get an ending.

(https://mylittledictator.files.wordpress.com/2015/11/screenshot0317.png)
Title: Re: Yokyoku - Updates
Post by: Pal on November 08, 2015, 10:05:00 pm
Already I'm setting it so the player has to download an email application from one of the first BBS sites they manage to visit. The idea then is that through emails, documents already on the computer, random information they encounter on BBS pages, hints from Kikai and other stuff, the player continues to explore at their own pace in their own order. Then I suppose a score system can be based on how much the player explores before the plot of the game takes over and they get an ending.
Since someone is likely to read this and misunderstand, I'm going to take a preemptive strike and clarify that this is all in-game.
Title: Re: Yokyoku - Updates
Post by: Geocorn on November 09, 2015, 12:20:38 am
He really is making a love story :)
Title: Re: Yokyoku - Updates
Post by: Revontulet on February 05, 2016, 12:14:12 am
Fox, any new updates on Yokyoku?
Title: Re: Yokyoku - Updates
Post by: DesertFox on February 04, 2016, 08:27:32 pm
Hey

I'm afraid less has been done on Yokyoku than I would have liked. I've generally improved my coding skills recently so I'm going to be doing a lot of work on creating lots of BBS boards. I'll be picking up Yokyoku again soon once some more has been done on MLD and other things have settled down.
Title: Re: Yokyoku - Updates
Post by: DesertFox on August 20, 2016, 07:55:26 pm
nyaaaaaaaa
Title: Re: Yokyoku - Updates
Post by: Geocorn on August 20, 2016, 08:05:12 pm
Chiptune (http://www.nyan.cat/gb)
Title: Re: Yokyoku - Updates
Post by: Revontulet on August 20, 2016, 08:18:24 pm
Nekomini? ooo~ personality types to load?
Title: Re: Yokyoku - Updates
Post by: Geocorn on August 20, 2016, 08:27:20 pm
He's DesertFOX though, I was expecting a kitsune to debut first lol
Title: Re: Yokyoku - Updates
Post by: Elvis Strunk on August 20, 2016, 09:30:34 pm
Very interesting~ Makes me wonder what other sorts of strange things might be available, and just how much it'll effect! Plus, it's cute~ Elvis quietly wonders if there's a loli option. Also needs a rabbit girl...
Title: Re: Yokyoku - Updates
Post by: Shirley on August 21, 2016, 04:01:37 am
nyaaaaaaaa

Oh I'm gonna do tons of lewd pixel based things to this...
Title: Re: Yokyoku - Updates
Post by: NEET Detective on August 26, 2016, 03:25:21 am
Looks promising, A.I. Waifu makes for a good laifu indeed~
Title: Re: Yokyoku - Updates
Post by: DesertFox on August 28, 2016, 11:09:52 am
Or maybe someone doting and sweet to get me through all this coding...
Title: Re: Yokyoku - Updates
Post by: Shirley on August 29, 2016, 01:18:37 am
Or maybe someone doting and sweet to get me through all this coding...

Sounds like Papi...
Title: Re: Yokyoku - Updates
Post by: Lord Ignatz on September 01, 2016, 06:24:19 pm
Or maybe someone doting and sweet to get me through all this coding...

Sounds like Papi...

Papi doesn't call you darling. That's Miia. :P
Title: Re: Yokyoku - Updates
Post by: Revontulet on September 03, 2016, 09:46:27 pm
Housewife personality = the best ;_;

*tosses piles of money at Fox*
Title: Re: Yokyoku - Updates
Post by: DesertFox on September 04, 2016, 03:48:42 pm
*DesertFox fails to invest the money wisely and instead uses it to fund procrastinating hobbies*
Title: Re: Yokyoku - Updates
Post by: DesertFox on September 25, 2016, 10:56:04 am
Well, after much work, got the Commnet working. So time to create some Bulletin Board pages and progress the detective elements of this story...

Also thinking of doing a bit of a Silent Hill thing with this game and have multiple kinds of ending that are completely different. So dependent on how the player behaves, it changes the history of the universe or at least the information they can access about what's going on...
Title: Re: Yokyoku - Updates
Post by: Arraxis on September 25, 2016, 12:05:19 pm
I don't know if it's just me or not, but whenever I see 'National Diet' I think of compulsory diet restrictions.
Title: Re: Yokyoku - Updates
Post by: Revontulet on September 26, 2016, 01:45:59 am
Im liking the GUI. Looks clean and simple :)
Title: Re: Yokyoku - Updates
Post by: DesertFox on November 11, 2016, 11:25:09 pm
Cos who doesn't like obscure webpages...
Title: Re: Yokyoku - Updates
Post by: Shirley on November 11, 2016, 11:31:01 pm
Cos who doesn't like obscure webpages...

...............don't tell me you're actually making all that with Ascii and letters by hand....
Title: Re: Yokyoku - Updates
Post by: DesertFox on November 11, 2016, 11:33:05 pm
Cos who doesn't like obscure webpages...

...............don't tell me you're actually making all that with Ascii and letters by hand....
I'm a dedicated game designer. Why do you think MLD is taking a lifetime to complete? =_=
Title: Re: Yokyoku - Updates
Post by: Geocorn on November 12, 2016, 01:25:25 am
Not by hand, by butt. That's why it's called ass key art
Title: Re: Yokyoku - Updates
Post by: Shirley on November 12, 2016, 07:36:02 pm
Cos who doesn't like obscure webpages...

...............don't tell me you're actually making all that with Ascii and letters by hand....
I'm a dedicated game designer. Why do you think MLD is taking a lifetime to complete? =_=

....you're insane...why not take one from 2chan?

Not by hand, by butt. That's why it's called ass key art

...god damn it geo. XD
Title: Re: Yokyoku - Updates
Post by: DesertFox on January 03, 2017, 06:51:04 pm
In order to add some challenge, we're creating a registration section for secondary networks that the player can add. It's another layer of challenge and memorization for the player, to make the experience more worthwhile.
Title: Re: Yokyoku - Updates
Post by: Revontulet on January 03, 2017, 07:12:56 pm
Ascii-licious~!