April Fixes & Updates
Hello everyone, April's come and almost gone, and I'm here with a small, but important update to the game, so let's get to it.
Could you speak up? I'm not wearing pants.
As mentioned in the previous blog post, there were some noticeable discrepancies between the volumes of different characters, especially Elliot and Kevin. With this update, I've gone over and smoothed out the volumes of every line in the project.
There's more room for adjustments, but it's already a massive improvement over the original release, and I hope you enjoy.
Say cheese!
Also mentioned in the previous post was the lack of facial expressions. Well, here they are!
Each character has received a bunch of expressions, and I'm working on extra ones, as well as polishing existing ones as we head into Act 2.
I'm studying the possibility of including automated mouth flaps during dialogue and voiced lines, which would be a pretty cool challenge to tackle, but nothing's set in stone yet, since there's still a lot of work to do.
Sir, I think you dropped some plot.
Another thing I have added is a scene towards the end of the story that I described through narration things that happened, since I ran out of time to properly write that sequence. Thankfully, there's plenty of time outside of a jam to get things done.
If you've already played the game and would like to check that sequence, you may try loading a save before the scene where they are sitting around the grill and continuing from there, or you may try to 'skip' through the game if you have previously played it and created a save , and the skipping should automatically stop when reaching these new lines.
This is not something I want to do again in the future, since it creates this weird gap in the reader's knowledge of events, but this was unfortunately unavoidable due to the jam, and I appreciate your understanding.
Say that again, I dare you, I double dare you!
Last but not least, I have added the ability to roll back to previous steps.
To roll back to the text, etc, use the mouse scroll wheel, the Gamepad button prompt displayed on the UI, or through the Log menu.
It should also help with finding the new text if you accidentally skip through the sequence, and rolling back to it.
What's next?
I am also working on builds for Android.
I've already tested it and it worked on my phone, however, I need to adapt the UI for mobile, and test the size of text, etc. I'm also looking into building for Mac and Linux, however, it's a bit harder to test those, but I have a plan in motion.
Also, I'm on the fence in regards to whether or not to continue using small portraits at the bottom versus the standard full body portraits like other VNs. I enjoy using the background to show a larger quantity of different scenes, etc, however, there's definitely a balance to be found with the amount of work it entails, since the future illustrations won't be as sketchy/rushed as these had to be for the jam.
It is something I'm still actively thinking about, and I'd appreciate if you would let me know your thoughts by commenting here, or by filling the feedback form and leaving a comment over at this link. It shouldn't take you more than 5 minutes, since they are multiple option questions, except for the last question.
And with that, the game has received its first patch. Exciting times!
Thank you very much for the support, and I hope to see you soon!
Files
Get The Orange Glow
The Orange Glow
Status | In development |
Author | AiloYeena |
Genre | Visual Novel |
Tags | drama, Furry, investigation, LGBT, Mystery, Narrative, Singleplayer, teen, Unity |
Languages | English |
More posts
- The Orange Glow - A Development Tale & What's next65 days ago
- Kevin VA Fix67 days ago
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