Maybe It's May
Hello once more friends! Ryan and Jon here with our monthly update! We've got a lot of fun stuff to show off this month! We've been hard at work this month polishing off some of the supplemental features of the game. These are mostly things that had partial support or were supported, but no UI was previously in-game to view said features. We'll cover some of those things a bit later though!
You may have noticed (as we certainly have) that this month marked the 1 year anniversary of our Kickstarter! My, how time flies, yes? We've come a long way in the past year, and we're so grateful for all the support we've gotten (and continue to get) from all of you kind folks.
Alright, we're done being sappy. Here's what we've been up to!
This month saw Jon complete (save perhaps a bit of polish) Little Tokyo, and a handful of spoilery things that we won't share here, but we can assure you are fantastically entertaining.
We will, however show you Little Tokyo! Presented here (as always) with no context, as to not spoil the story!
Hooray for new arts! Now, onto some of the new and completed features, such as...
That's right! We took a look at the old menu screen and decided it needed a bit of rework. The primary reason for this was that the old version used text on the buttons, and we needed more buttons than we had room for (Text is a pain in the butt for a low-res game, it really is).
Anyway, here's what we've got!
And the old version for reference:
Along with the new menu, we've filled in a bit more of the menu items.
For example, once you've unlocked a minigame in-game, you can now play it any time you wish from the main menu. (Note, these features are not necessarily final art)
We've also hooked up a few more settings in-game. Most notably, a walk-speed setting. We all wanted that, lets admit it.
We've also improved our Achievement system and implemented some UI for it. Check it out:
We've got another new track for you to listen to this month as well! This track is for the Business District (primary base of operations for the politician questline).
Have a listen!
Well folks, we just keep finding new places to put this game! This is why we love Unity, they make it so easy to build for new platforms. We've been set up with new platforms from the beginning, so this took very little time to do. All told, Ryan spent about 2 hours getting an initial build onto the Vita, and most of that was getting the provisioning details right. Fear not, we're still most focused on getting out PC, Mac, and Linux builds first, this is just an added bonus to ship a bit later on!
Here is where we leave you for the month. Until next time, friends, happy adventures!