I'm glad that total conversion decision has been received many good reactions in media. So, I decided to post some news about inventory screen changes. Watch the video with commentaries on:
I'm working on flashlight's perfection. It will not light everywhere, but it will not leave you in dark. Since I already removed night vision, you have to use a light source to see your around. Changes may or may not be presented so far:
- Inventory screen frames are changed.
- Oil meter is replaced with battery meter for flashlight.
- Health bar heart replaced with metallic and rusty feel.
- Battery using sound is changed.
- Flashlight lightning range, color and radius are changed. (Not present in video)
I've decided all the levels now and working on constructing them. White Night will feature 10 different levels plus an intro and an ending. Game will have different endings too.
About the demo, I decided to not release any, because making one will take time since I won't release any of the game levels in any case until full release; and I want to use that time working on actual game instead. It was hard to make this decision, but a demo should represent the summary of the whole game, and since this game is all about storytelling, it would require to share some parts of the plot which I don't want at the moment. I thought of writing a small scenario which will take part before the events of White Night, however, that scenario would have possibility to spoil everything and I can't place any actual NPC (not an enemy, a normal NPC) into game.
Instead, that small scenario will be an extra level which will require you to solve a puzzle to access. With this, and with intro and ending, you will have 13 levels. Extra level will let you understand better the meaning of 'White Night'.
By the way, do you have any suggestion on Tinderboxes and Sanity frames?
Another question is that, would you want a forum to suggest ideas or criticize existing content and discuss/predict plot lines?