Hey guys, thanks for all the great feedback so far.
The intro sequence and the intrusive text popups at the start are all temp things just to get the player going in this early build. I got a little worried at the last second that nothing is clear and added the "find the muster roll" and "determine everyone's fate" cards. In the full game there'll be more chances to nudge things without straight-up telling the player like this.
There's always a problem with early builds that it's easy to think you're seeing a bug or getting stuck because it's unfinished. Those explicit cards are supposed to clear some of that up for now.
...are you going to keep size modes in final release ? or are you just testing which one people going to like, imo looks best on small framed.
I'll probably keep all the sizing modes and maybe add some more. Which one looks best depends on personal preference and monitor size.
notes as i go, feel free to ignore:..
Good stuff! I had to look up Ghost Trick.
Music is the one thing I had to basically punt on for this demo. I like the moment composition, but not the instrumentation. And the theme song is still in progress. I've had trouble getting a good orchestral sound; mainly because I know nothing about orchestral instrumentation.
You're right about the pacing too. I'm going to try enforcing the watch's rules to slow things down in an understandable way. So, for example, you can't cancel a moment trip to quickly move between the past and the current time - you have to wait.
... Some initial feedback: perhaps there should be a way to end the "time rewind" early (unless there already is and I missed it)?
... Also, invert mouse for the final version! ...
There's no way to end the moments early. Initially that was just a UI thing but now I prefer that you're stuck and at the watch's mercy. I'll definitely have an invert mouse option in the settings.
First of all I'd like to say the the game is
bea ut if ulNice! I threw the screenshot key in there at the last possible second and I'm really glad I did.
...Due to the mysterious atmosphere and setting of the game I found the "determine the fate of passengers" slide
a little redundant....
Yeah, that's just a makin-it-totally-clear-for-this-early-build thing. It'll be more natural in later builds.
This is unbelievably awesome. I wasn't expecting the quality of the models. The way the hand goes out and grabs doors feels so immersive, I don't know why I've never seen other games do it before.
Thanks! The door grabbing mechanic was a lot of work but I think it was worth it. You may notice that the book grab is different but the box handle uses the same grabs as the door handle. Saving myself some work there.
...The only thing that bothered me was the quotation marks on the text are wrong...
I'm not even lying when I say this also bothered me, but not enough to fix yet. I need to check if the font has opening quotes and which UTF code they are. It'll get fixed is what I'm saying.
... the Latin is wrong, it's usually memento mori. However, I believe memento mortis is actually also right, since memini takes the genitive, and mortis is the gen. of mors
I know zero actual Latin but I'm familiar with how all over the place translations can be. Wikipedia has
or also memento mortis, “remember death” on their
memento mori page but that's obviously too easy. Someone on twitter suggested first "Memento Mors", then either "Memento Mori" or "Memento Mortem" based on
this page here.
If anybody knows for sure (if that's possible), please let me know. Otherwise I'm gonna change it to "Memento Mortem" since I think that captures the sense of "remember this even where someone died" that I'm going for.
...I spotted rendering errors with the doors, depending of the camera position they would disappear, here some screenshots to give you an idea of what happened...
Thanks for the pics. Unity has a lot of really nice, easy to use systems built right in. One of those is occlusion culling, which can be generated at the click of a button. Unfortunately, trying a myriad of values for blocker and hole sizes gives me various dropouts on the ship. I need the culling for performance and the current settings have the least crazy dropouts. That spot you've found there is the only one I know about. I'll keep tweaking the values until it works.