Gameplay Vertical Slice is complete! Art Vertical Slice begins!
A lot of progress on CIDER’s Gameplay Vertical Slice (GVS), where I am simply blocking out the game with temp assets to a fully complete gameplay experience from start to finish. This lately has meant a lot of head-down work focused on laying in ‘big rocks’, large and highly impactful systems, such as the Save System.
Well today, I finally got the Save System working and figured out a way to set conditionals for scenes without creating alternate scene files. These are incredibly important, but nothing that can really be shown with a screenshot to great effect.
Once these systems are fully implemented (there are a few kinks to work out yet), I can continue building out the demo’s experience from start to finish. It is already at First Playable, I suppose, considering you can start the demo and play it all the way through to a completion screen, returning you back to the main menu. But there are a lot of sequences yet I have to build.
Those sequences are very JRPG-ish, a lot of characters talking, moving, and changing conditions in scenes. A lot of situational stuff. But it’s all being designed in a way that you can explore and encounter on your own. I don’t want this to be on rails and any ‘scenes’ are intentionally designed with brevity in mind to get you back into gameplay. There are very short scripted scenes, but they are all in-world and I’m not sure I’ll have cutscenes. If I do, they might be in a motion-comic style and very short, since I’d be capable of producing that on my own and it would help convey the ‘Saturday morning cartoon’ vibe I want this project to take on a bit.
Lots of stuff going on. Most of it is currently ‘system’ stuff, building up the game systems so I can produce content and have it all glue together. Stay tuned!