Release 1.3a - Dialog and Opening Story



The next release is finally here!
Version 1.3a adds some major new features that enable storytelling within the game, such as event scripting and Visual Novel-style character dialog. We used these new features to add an opening story to the game, prior to the start of the bartending day cycle.
The opening story introduces Bran and his close circle of friends, and establishes how and why the Orocs are in Riftrock and hanging out in Bran's tavern specifically. This was also an opportunity to give the player a softer introduction to bartending in between conversations with friends.
These new features introduced the need for A LOT of new art assets, and I didn't want to have to delay the release on this. So I've used placeholders in the meantime, which I'll gradually fill in for future releases as assets become available. Most notable things are:
- I still need to create character sprites for each of Bran's 4 friends, which require a sprite for 4 different facing directions and also walk cycle. So much work. For now, I've just used black-silhouetted versions of Bran's character sprite as placeholders. They look like shadow-people, which is a bit eerie.
- I have dialog rigs for Bran, the Orocs, and one friend (Barnabus) completed. I still need to create dialog rig graphics for Bran's 3 remaining friends, each with 55 different facial expression. Also a lot of work. For now I've used AI-generated concept art for the remaining 3 characters. I've coded expressions for them in the dialog scripts, but these placeholders don't respond to them.
Change Log:
- Major Feature: Visual Novel-style character dialog system, with character dialog rigs, expressions, outfits, etc.
- Major Feature: Dialog options, with branching storylines and future consequences.
- Major Feature: Story event scripting to mix dialog with sprite actions in the tavern setting.
- Major Feature: Scripted opening story with adjusted tutorials.
- Feature: Characters sitting at the bar become semi-transparent when the mouse cursor is nearby - this makes it easier to see interactable objects behind the bar, and see the drinks and empties on the counter in front of them.
- Change: Only the first floor of the tavern is open for customers in this demo. As the story advances and Bran's tavern gains more popularity, he will need to open the second floor to accommodate customer volumes.
- Change: Customer names appear obscured in the identity bubble and dossier window until you are introduced to the customer by conversing with them.
- Change: The CHAT action is no longer on tables. Customers now have their own interaction menu, which allows you to initiate a conversation. We have a small placeholder conversation that allows you to learn the customer's names.
- Fix: Stairs are (hopefully) easier to climb - their switching point is now closer to the banister.
- Many other minor bug fixes.
Files
Get Innsurrection
Innsurrection
Sling drinks and thwart Oroc invaders!
Status | In development |
Author | Draggor81 |
Genre | Role Playing |
Tags | 2D, Furry, Godot, Indie, Management, Pixel Art, Point & Click, Retro |
Languages | English |
More posts
- Work in Progress for Version 1.3a64 days ago
- Release v1.2a - Sprite Rig Variations92 days ago
- Release v1.1aOct 30, 2024
- First Release (1.0a)Oct 27, 2024
Comments
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i have problem some orc never leave after ring the bill in day 2please hel
Thanks for letting me know, I've added a bug report here: https://itch.io/t/4589969/reported-bug-v13a-some-orocs-never-leave-after-ringing...
Sorry for the inconvenience, I'll have it fixed for the next release version. The only thing you're missing is the Day Summary screen and the End of Demo message. There's no other content beyond the end of day 2 in this version of the demo.