"Greeting to the anticipated patrons and sincerely apologize for the lateness that more than fashionably."Hello!. Happy Upcoming Halloween,
Here's a big chunk of update with more concrete theme of folk-lore horror art direction and style.
This post will cover on all Game play aspect ,mechanics, New WIP features and interface.
also a snippet of an intro scene on the test build including music and sound.
So for counting down to days to Halloween and in spooky spirit.
do follow the game twitter here :
@SW3EOI will be uploading more art pieces and high-res and zoome of what already post on here.
Thank you so much for following the game and staying support.
And, Welcome for those who just discover the game too!
Stay tune for more direction of how the game will go and way to support.
"A snippet screenshot of discovering some disturbance scene'
"Psyche" is the main score system throughout the game.
Determining how much your character is logical and present in the tangible reality or to be sensitive toward energies and the other realm.
'Psyche' will be affecting the effectiveness of your perception skills.
It is also a factor on how your player experience on each quest scenario and how your story will pan out.
providing more options or special reactivity from other characters or your surrounding.
'Psyche score' will be gain or reduce by your decision in quests or trading it for doing certain ritual.
There's several way to manipulating the player's psyche by using consumables, certain ability or finishing a sub-quest.
'Psyche status' can be checked by Player' hand interface. or seeing Hotel Psychiatrist for a result.
also be shown by visual distortion as the character as a subjectivity effect.
{'a Psyche effect'}
Senses are the game mechanics representing play 5 senses ability that can be perform to gain an 'Insight'. or be as A variable on conversation and on a event sequence.
'Insight' is a information piece to collect to use against in conversation or a scene sequence. Insight also can be collect to enhance player's ability and unlock features.
'Tree UI' is a visual representation which is growing behind the interface that will be changing and shaped according to the state of your play-though.
Perception is a sight , hearing and scent abilities that can be use gain an 'Insight' information on surroundings or make
'Perception check' on scene scenario :
'PERCEPTION WHEEL' Interface'Effectiveness' - determine what level of your ability that will take on passing a 'perception check'. How much for a insight information you will get from use on your surround.
'Psyche status' - a variable to 'Effectiveness'
'Influence Marks' - are the 'Buff/Debuff' status. Usually gained by use consumables or, a temporary effect or a permanent from a consequence of a quest.
'locked feature' - on a play-though, player can achieve a new spacial ability or a enhance of one.
VERBAL and ACTION iconA Verbal : Player's Response in a conversation
'Verbal Influence Marks' - will be effecting in conversation to either provide more special options or mute one out
An Action : Interaction to an object or a character
'Action Influence Marks' - will also be effecting action to create a special move of new action.
The roles of an item in the game can be divided in to 4 categories.
'Consumables' - Items which player can use to manipulate their 'Psyche score' or apply for an 'Influence Marks' .
'Potions' will be lasting over a quest. while 'Foods' will be lasting over a course of time.
'Ingredients' - Items that is used or required for crafting a consumables at a 'Brewing pot'or is used to perform a certain ritual in a quest.
EQUIPMENT :
'Charms' - Wearable 'Influence Marks' that are lasting.
'Outfits' - Wearable for applying Tag on player that are useful toward stealth and some provide 'Influence mark'
'Infiltration'The game is planned to have some stealth mechanics in the game which The player can enter a restricted area
or a place where the player are not allowed such as staff-only area, other guest's rooms and more.
With various ways for a solution,Outfits can be one of player choice used for infiltration in gaining
'Insight'. or wear to enhance player 'Verbal' ability to perform a sociable task.
'Kuman-Thong' inspired by the same name of a Thai folklore craft , is the game QTE feature.
If on a player play-though have earned
'Kuman-Thong charm', Player will be prompted with a Quick time event
to perform special action or choice by them.
Throughout your stay, Kuman-thong will be acting as clairvoyant,.
Providing a certain quick-time event option for a player both verbal choice or action without any requirement of sense's effectiveness, psyche or insight.
Each of them will have their own side and theme of advise.
following one's advise will eventually shape your Kuman-Thong to morphing into one than another.
which then the player will gain one additional ability granted from one.
They ,or at least before morph into only one, will be providing foretelling options which may be as absurd or random as they are but guarantee a useful one for toward the upcoming incident.
Third Eye opening is a WIP feature and supposedly a powerful ability to perform to enter a
'Astral plane''Astral plane' is where all that is hidden is revealed (gaining all the
'Insight' without perception ability).
also glimpse to the remnants of the past or emotional attached energy on an object.
Staying in
'Astral plane' will result in decreasing your
'Psyche' until it run out. suggested to use it wisely
'Sneak-peak of one of an intro scene with old UI, showcase an WIP process on the game dialogue system'Music and Sound by
@SpellbangYour choices in conversation is a way to result in branching.
Moreover, choosing your tone will affect the character
'value' and
'relationship''Value' - The shifting value of each character whether on weighting their decision to act or
challenging their believe and what's important to them. Your choice of words will be influential especially in specific scenario.
Value will be variable to a factor for determine directions of branching and endings route of each companion.
'Relationship' - 'Relationship' - A score toward their fondness and trust of the player.
Gaining them will provide an option to ask for a favor, a special side quest ,their loyalty on a task and their
'Resources'.
'Resources access' - An Advantage that is rewarded toward gaining companion relationship
Staff Companions :Malila - A Receptionist, front desk administrator.
Resources : Access to hotel administration and guest's Information.
Khan - A Hotel lobby boy, guest relation agent.
Resources : Access to service areas. guest relation authorization
Patron Companions :Jun - A golden child of a wealthy family, A VIP guest on a Ongoing continuous vacation.
Resources : Wealth resources. Access to privileged services and area.
Tanya - A Biology graduated foreigner , botanist visiting on her vacation and expedition.
Resources : Deep botanic insights. Access to Tanya's portable biology research kit
Please do follow for an more update and upcoming art for the spirit of Halloween
Development Hub and a special prequel-contents here on '
TigSource' or elsewhere :
IndieDB |
GameJoltThe Game Twitter :
@SW3EO | or Myself :
@ThreeEyeDude | Site :
sleepingwiththirdeyeopengame.comcontact:
kian (at) sleepingwiththirdeyeopengame.com