I'm absolutely stoked that @tobyfox has released another game-- that man is an inspiration! I would go as far as saying @Undertale is the reason I'm making The Valentine Watch.
I'm just over an hour in and I definitely have some things to say. Expect a write-up very soon!
The First Outdoor Stage is now complete!
~ Market Street, West End ~
It's very interesting to see the atmosphere change based on the time of day
#gamedev#indiedev#Slick2D
To make things even more depressing, as soon as the alcohol wears off and they wake up, their AI still doesn't have any new instructions so they just continue to buy and drink more alcohol. What a depressing game.
#indiedev#gamedev#slick2d
While bugfixing I fast-forwarded the night 8hrs into morning. Most people in the bar left, but those without schedules implemented had nowhere to go and continued to drink into morning. They don't stop, so they keep drinking until they pass out at their table, covered in drool.
Cool Mechanic No.2: Editable QuestLog
Players are able to add their own notes (and create entirely new entries) in their Quest Log / Journal. #gamedev#indiedev
Since the information automatically filled into your Quest Log only covers the most basic of information, player input will be required if you want to keep track of the nuances your investigation.
You could also buy new watches and new journals too. There's nothing stopping you from carrying multiple. (notice that the time is slightly different on the two watches? Some watches may be more reliable than others...)
Cool Mechanic No.1: Tangible HUD
In The Valentine Watch, most of the HUD is composed of items held in your inventory. This includes your Quest Log (a Journal) and date/time (a pocketwatch). #gamedev#indiedev
Because they are tangible items they can be lost, stolen or sold. Maybe selling your expensive pocketwatch means you can afford some necessary supplies. That doesn't mean you'll never know the time-- you'll just have to rely on clockfaces found elsewhere.