…Please excuse the post title. It’s the best I could do. Anyway, I’m back again with a Four Eyes progress update, plus a good chunk info about how I came up with the setting and characters! A Tumblr anon asked me about it, and I was more than happy to answer in excruciating detail. I thought it’d be fun to share my answer here, too. 🙂
Since my last proper update on October 28th, my main focus has been on the final puzzles of the game, which…have only grown more complicated as I work on them. Scope creep is real. The penultimate one in particular forced me to add extra functionality to the character-switching system, edit a sprite, and add lots of conditional branches when interacting with objects in that particular area. I really hope the efforts pay off and you guys enjoy the puzzle! We’ll have to see how playtesters react to it. The final puzzle isn’t as developed yet, but I have all the steps worked out for it. It draws upon many things the player has learned about the planet and its various objects up until that point.
I’ve also been working on the game’s two endings; all cutscenes for the normal route are actually complete now, and the secret ending only has the epilogue left to go. They were a lot of fun for me to write, particularly Jett’s lines. He makes a difficult decision at the end, and it’s a moment that I’ve been itching to write for a while! The ending scenes are a bit long, so I’m sorry in advance for that…but I figure most people are playing this game for the story anyway, right? The first time I had someone playtest the Four Eyes demo, I had held back on making long cutscenes because I didn’t want to annoy players, but the shorter scenes actually left the playtester unsatisfied, so I lengthened a few. Now, with the full version, I’m worrying less about that and making the scenes as long or short as they need to be in order to properly tell the game’s story.
Apart from boring things like new items, bug fixes, etc., that’s the gist of what I’ve done so far this November. Now, onward to that concept talk I had mentioned earlier! I’ll pop it under a cut so this update doesn’t stretch my homepage too much.