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All Just to Keep the Gameplay Fresh


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During the development of Fading Hearts it soon became apparent that there was a distinct lack of things to do between events other than sleeping. Also the wider market seems to desire something that resembles a "game." So then it was decided that we would develop things for people to do. The engine is Ren'py so adding more features to Fading Hearts wouldn't be as much work.

This plan began and indeed it was very easy to add more systems. Two features on average were added per day for 3 days. Then we quickly stopped adding features because it could break the balance of the game. We got carried away because it was so easy to do this. Luckily the game balance was not affected too much despite how complex the system of features were. Now there are 20+ rpy files in the game directory.

As a result of adding these systems that were mostly centered on character growth, Fading Hearts started to have a slightly addicting quality to it. It also became more of a stat-based game that intertwined with the story.

The storyline itself requires programming for special situations that could happen. You really need to read the text to figure out what kind of danger you have gotten yourself into.

That was our plan to keep the Fading Hearts experience fresh.

That's all for now. See you next time!

Last Updated ( Wednesday, 02 September 2009 05:26 )  

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