Updated Mayu's and Izumi's topics!
Optional conversations for Mayu and Izumi have been updated! A redo/rethink of Kozue and Benjiro's conversations would be next in line. Though, I'm honestly not sure when I'll get around to them. Because of that, I'm not sure if I should leave this in a production status, or move to hiatus. Perhaps even complete? I dunno. The main story is absolutely complete, and I'm only adding optional content at this time. So, in a certain sense, the game is "complete". I am absolutely taking a long, long break from this, and am very highly considering never coming back. Which is why I'm trying to figure out what the proper status of this game would be in the case I don't come back.
The exact status of this project aside, with this release, I've included a text-file with a basic outline of the calendar of events in the game. As a plus, I made the F9 debug menu accessible outside of test-play. The wisdom of either of these moves is, perhaps, debatable. However, I'm kinda interested in what players will do with those resources at their disposal.
Get Uchioniko MZ
Uchioniko MZ
An old favorite, remastered/remade in a different engine.
Status | Released |
Author | MarrendReikan |
Genre | Role Playing |
Tags | Female Protagonist, Modern, RPG Maker |
More posts
- Project complete!May 04, 2023
- Chapter 3 ready to play!Oct 04, 2022
- Demo updatedJun 22, 2022
Comments
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Okay! So, the amount of "empty" days has been gutted down, and the result I've got going now is that the game lasts 28 days, rather than 58. There were definitely points in the dialogs I had to correct because of this, and there might still be a few lingering errors/fixes to make. I hope to have those issues fixed by the end of today.
If I want to be honest, I am somewhat worried this game no longer does what it set out to do. However, if everything does check out after another bout of playtesting, I can finally put this game to rest, rainbow-text and all!
Thanks again to Red_Nova, and their commentary about the game.
So, yeah, cutting the "empty" gaps in the game-calendar down to a single day every instance they occur feels about right. Like, I do want players to have breaks in the story. This will mean re-writing a bunch of things, including the re-writes of the re-writes, but, that might be a small sacrifice for the betterment of the game.
The lore-dumping at the fore of the game probably should also scale back. While I'm touched that people are mistaking it for actual history, it is not. Should I put in a disclaimer about that? Darigaaz, I never thought I would need to consider making a disclaimer! Though, one can rightfully argue that the game's lore is largely irrelevant to the player until the field trip. Even then, I probably should lore-dump only the pieces that are necessary to the game. Most of what Terada throws at the player is fluff that would go into a supplemental episode of a podcast about the legend of Uchioniko. If, you know, the legend actually existed.
Regardless of how many days there will be, or other reconfiguration of the game's story, condensing the game down will necessitate that I will have to drop the idea of the player gaining benefits for getting along with the game's cast. While it might be interesting to see where the variables could be, I just don't think that it's worth my time to investigate how to make the benefits happen. Considering how much grief I was having over deciding what, exactly, I should do on this point, finally putting my foot down, and saying "no" lifts such a huge burden from my shoulders. My apologies for being so indecisive for so long.
For what it's worth, I was able to go through Kozue's conversations, revise them, and playtest through them a little bit. So, the possibility that I'll eventually get to Benjiro, Katsumi, and Jin a just little bit higher. Still not sure about what I should do about Shoko.
If you've been holding out for this game, I won't dare to make any promises. However, I want to both thank you for your patience, and apologize for dragging my feet on this project.
*Edit:
I did run across a random error when playing the built-in Arcomage mini-game. The precise error message was something like "property of dungeon not defined", or something along those lines. I thought it had to do with the "Dragon" card, since that was the card I played when it threw the error. However, upon looking at the code when it's played, and forcing the card into my opening hand, and playing it again, the error didn't pop up. So, I dunno if it actually was "Dragon", or a different card that could have been on the stack.
Still, please, let me know if an error like that pops up, for both this game, and my Arcomage plug-in.