- Reduced Difficulty of Enemy - Gloomwood Treant - Gloom Forest Entrance - Fixed buggy event that caused soldier to jump out and block movement. - Quality of life - All non-dungeon layers of save points now allows you to select a save slot. Some dungeons first level may have this option as well, but not further beyond. - Magania Slave District: Removed Slaver NPCs conversations and replaced with generic ones. Slave-triggered npcs are still under reworking. - Begonia Inn - Fixed ghost tiles and corrected yellow debris (floating) - Midthorne East - Fixed pathing into Infirmary - Tower of Nix - Fixed glitch where your character will get stuck in a "direction fix" when you trigger to many spikes at the same time. Simply exit the floor to resolve the direction stuck issue if encounter. - Welton Estate - Fixed paths for East and West wings having invisible blocking tiles (ghost tiles again!) - Added an entrance save point for Undead Swamp Craters (Evendale)
In the shadowy corridors and mystic landscapes of "Greek Tragedy," every step you take is laden with significance. Our commitment to creating a game environment that is as enigmatic as it is navigable has led us to a design philosophy that celebrates choice, exploration, and the thrill of discovery. Here's a closer look at how we ensure you're never lost in the dark, yet always on the brink of uncovering secrets hidden in plain sight.
The Art of Visible Paths:
Choice is the cornerstone of adventure in "Greek Tragedy." We meticulously craft every pathway, visible and obscure, to offer you a spectrum of possibilities. Whether it's a glaringly obvious route fraught with danger or a subtle nudge towards a hidden alcove, the environment is designed to keep you intrigued, engaged, and always moving forward. Our world is a puzzle, with each piece beckoning you closer to the truth, or perhaps leading you astray with a red herring that's as compelling as the genuine path to your next objective.
Red Herrings & Hidden Gems:
In the tradition of the greatest mysteries, not every clue leads to salvation. Our game thrives on the presence of red herrings—paths that seem promising but may lead to unexpected outcomes. Yet, these detours are never without their rewards, offering deeper insight into the lore of "Greek Tragedy" or providing challenging encounters that test your resolve. Similarly, pathways hidden in plain sight challenge you to look beyond the obvious, to question every shadow and every seemingly inconsequential detail. It's a reminder that sometimes the most significant discoveries lie just beyond the edge of perception.
Illuminating the Darkness:
Unlike games that rely on pitch-black darkness to create tension, "Greek Tragedy" ensures that you can always see where you're going. Our lighting design not only enhances the game's haunting atmosphere but also serves as a guide through its darkest corners. We believe in lighting the way forward—not with glaring beacons, but with subtle cues that encourage exploration without leaving you stranded in frustration. This approach allows for an immersive experience that rewards curiosity and bravery, without the need for arbitrary stumbling in the dark. "Greek Tragedy" invites you into a world where the path you choose can define your destiny. Our design philosophy ensures that each pathway, whether clear as day or shrouded in mystery, is a thread in the larger tapestry of the game's narrative. We encourage you to explore every nook and cranny, to embrace the journey with all its twists and turns, and to discover the stories that lie waiting in the shadows. In "Greek Tragedy," the light always finds a way to pierce the darkness, and so too will you find your way through the challenges that await.
Don't forget to join our Discord and follow us on Twitter! Till next update!
Join us as we take a peek behind the curtain of VoidBound development and uncover the highlights of this week's progress.
Starting off, with a variety of artistic updates:
A new cut-in has been designed exhibiting Caly's struggles as she inhales a mysterious gas from a trap. What will become of her? Better hold that breath..- or maybe not?! 😮💨
Prepare to feel elastic tension escalate with another cut-in render, this time with a pervy robot restraining and having its way with Caly's both frontal and back-end assets. Truly, a bot of culture 🤖
As the heat of the battle intensifies, so will the scratches and tears of Caly's armor. Revamped combat standing art, showcasing a new take on Caly's battle-worn attire is now live!
Speaking of armor, we're developing a series of new renders, showcasing different states of armor damage. From pristine to battle-worn, these additional renders provide a new immersive degradation of Caly's suit throughout the battle.
Refinement of Caly's overall character design continues, focusing on every curve and contour to ensure authenticity and believability. Who says you can't look even more sexier while kicking ass? Certainly not us!
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Exciting developments unfold as our team completes the writing for Section 2 of the Tripteen Dungeon. Currently, the narrative is undergoing thorough review to ensure coherence, pacing, and alignment with the overarching vision of the planetary scenario.
Climax finally approaches as writers prepare the stage for Caly's ultimate confrontation with the formidable Boss lurking within the depths of the dungeon. Though details are still being hashed behind the drop scene- we are assured that players are in for an epic showdown.
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Finally, some exciting update from our Coder Division- The Resolve System! Building upon the foundation of the Struggle System, this innovative feature empowers players with greater agency and control.
Say goodbye to the roll of dice and hello to an interesting mini-game that puts your reflexes to the test. Players will engage in a gauge-filling duel against their adversaries, timing their actions to perfection. Win and your will will help you break out of the toughest of situations guaranteed.
Loose however..- well, we're sure you know what awaits 🪢
And to tie it off, we're hard at work refining and testing additional mechanics for the combat system. From new abilities and tactics to improved AI behavior, these enhancements promise to elevate the strategic depth and replay value of battles.
More details on this to follow soon!
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And that is all for this one. Thank you once again for joining us on this journey of creativity and progress. Can't wait to share more exciting updates with you soon!
Here's the first monthly progress report on the development: March has been quite eventful: between the bundles (Made in France and Romance Beyond Reality), PC issues (my power supply had a faulty module, which cost me about a week...) and preparing for what's next in terms of visibility...
But I've also made significant progress on Chapter 5, rest assured! It's exhausting to have to do all this, but well, no choice if I want to one day be 100% on GS, without having another job on the side.
For the numbers:
305 renders 0 animations 1030 lines already scripted and posed 600 story lines already written, waiting for script and pose
No animation for now, the first days of Chapter 5 will be rather dedicated to starting to answer several plots, and to introduce the last intrigues of this Book 1, as well as character building. But don't worry, at least one lewd scene is planned, maybe two (with at least one other romantic scene, maybe without lewd content), two action scenes... in short, there won't be a lack of animations anyway!
No new features coded for now, but I'm planning a new gallery (for the special renders and trailers) for Chapter 5, and maybe some additional accessibility elements concerning the new GUI.
I'm also going to launch a survey regarding the "default" name of the hero, since the current name is the name of a super villain in another universe :s
By the way, if you'd like, share your hero's name in the comments! ^^
PARANORMASIGHT: The Seven Mysteries of Honjo - Ed At SE
Welcome to the finale of our PARANORMASIGHT: The Seven Mysteries of Honjo retrospective!
In previous editions, the team has discussed the inception of the game, how they implemented the fourth wall-breaking puzzles and much more.
To bring things to a close, Kazuma Oushu (Producer), Takanari Ishiyama (Director), Gen Kobayashi (Character Designer) and project members of the PARANORMASIGHT: The Seven Mysteries of Honjo team discuss the game’s amazing critical reception and answer some burning questions we have about the game’s story!
Takanari Ishiyama (Director): I thought that we’d made an interesting game, but I was really nervous, as I had no idea how a traditional text adventure game like this would be received in this day and age. I couldn’t stop wondering how players outside of Japan would find the game.
Are there any reactions to the game you’ve been particularly surprised by?
Ishiyama-san: I was surprised that Yutaro Namigaki was such a popular character, as my intention was that he would be the type of character that people would generally dislike.
I think if I’d intentionally tried to make an unlikeable character that people would end up liking, it wouldn’t have worked. It’s just one of those tricky things.
Also, there’s a section of the game where the player is forced to save manually so that the characters can make good on their promise to never forget what has happened, and I’m really happy that this, along with the story beat that goes with it, was so well received.
What message do you have for players?
Ishiyama-san: We are planning to keep on making games, so we hope that you will continue to offer your support!
And for anyone yet to play the game, thank you for giving PARANORMASIGHT your attention! If it has piqued your interest, why not explore some related content further – perhaps by watching a stream of someone play it as a first step, for example? You won’t regret it!
Childbirth: Families will have a more balanced mix of boys and girls.
Adjusted Eating: Citizens prioritize eating based on their hunger levels. For instance, they will consume eggs before meat when they are less hungry.
New Statistics Window: Access detailed population statistics with the newly added window.
Added Languages: Polish and Simplified Chinese languages are now available.
Improved Route Searching (Navmesh): Route searching and road updates are now up to 200% faster in some cases.
Population Window Hide: When clicking on a humanoid, the population window will automatically hide.
Bakery, Public Shelter, and Cellar Lights and Window Adjustments: Lighting and window adjustments have been made to enhance visual clarity.
Rock Small Collider: Small colliders have been removed from small rocks to facilitate smoother road creation.
Smoke Adjustment: Smoke effects have been fine-tuned for improved visual aesthetics.
RIP Meshes without Grass: Rest in Peace (RIP) Meshes no longer feature grass for better consistency.
This update enhances lighting, collision detection, visual effects, and language options, providing an enriched gameplay experience. Additionally, RIP meshes have been updated for better consistency and immersion.