The way text is displayed is an integral part of any visual novel game. Converting to typewriter-style versus instant display feels more immersive for ONCE HOME, letting the story unfold character by character as the player traverses the story world.
https://t.co/4kBSlWj0Qt
Slow-burn story-driven games let you savor each moment, each interaction, each quiet turn.
Depth over breadth.
In ONCE HOME, every member of the Hemm family is being watched.
Closely.
https://t.co/4kBSlWj0Qt
The Sanguine Rite represents a crucial moment in my upcoming visual novel game Once Home. As the Hemm family's condition worsens, in a desperate attempt, they try to channel the healing powers of nature and mother earth herself...
https://t.co/RoWcMNZISZ
ONCE HOME was designed to be played slow, at your own pace, taking as much time as you needed to explore the Hemm family home. There is no rushโonly you, the Hemm house, and the people who called it home.
https://t.co/RoWcMNZISZ
Unexplored camera vantage points in OnceHome now have a red tint that slowly fades away as you traverse through the Hemm house and uncover more of the story.
https://t.co/4kBSlWj0Qt
@TornbladeGame Unity has no framework, easier to start with, brutal to scale. Unreal harder to start with, far much easier to scale... curious what workflow aspect of UE helped you the most?
@thomasbrushdev Unity's CharacterController (which is a special CC sweep, not a true Rigidbody) is notoriously bad at waking sleeping Rigidbodies โ it can fail to register the wake signal entirely in certain configurations.