R-R-R-REVAMP! As cute as this style and those little mcnuggets were I found myself annoyed by the creation process as pixel art really isn't my thing and I'd prefer a game I make better reflect my style. SO I've gone a whole different direction, here's a look-see at the inside of the Rockwell home so far! (please excuse the hideous UI; everything you see in that regard is PLACEHOLDER CRAP, I WILL PRETTY IT UP EVENTUALLY)
YEAHH scribbly goodness, I think it's coming together ok, you can see I'm indecisive about the style of the side walls but I'm leaning toward the latter view that lets you see a bit of the open doorway as opposed to the door being a flat thing on the edge of the screen like in Logan's room in the top screenshot.
Also since PURIFY kind of became the more chill & basic learn-about-the-characters game, I decided to add a lot more to the premise of the Peanut Gallery. SO BASICALLY: You have 7 days of game time (notice the clock in the top right), starting at 6 AM Sunday and ending at midnight on Saturday, to do whatever you want. Make friends, enemies, lovers, do quests, murder everyone, whatever. There's no linear story you're forced to partake in but lots of stories you could get involved in. So it's very sandboxy! I plan to include an inventory and equippable items. You'll need a weapon for your murderous rampage after all ;D
The ugly bars in the bottom right corner represent hunger and hygiene. These are a survival element I'm either going to expand on a lot or take out completely... I'd really like to keep them because I'm a big fan of games like The Sims etc where you have to manage that kind of thing, but so far that system is a work in progres and is very secondary to the focus of the game, which is on dialog and story telling! behold:
so a bit about what you're seeing here (and keep in mind this system is likely to evolve a lot over time but here's what I've set up for now): The three bars that appear in the bottom left represents stats relating to the NPC (in this case, Riley). The top green bar is
Health, the middle blue bar is as stat I'm currently calling
Comfort, and the bottom yellow bar is
Affinity. As you talk to a character, some options may either increase or decrease their Comfort and Affinity; the higher an NPC's Comfort, the bigger Affinity gains you can score with them and the lower the losses will be. The lower the Comfort, the bigger the Affinity losses and lower Affinity gains you'll see. Filling or depleting the Affinity bar with raise or drop your relationship status with a character. Not every social option will affect Comfort, but almost every option affects Affinity.
The colors of the social options that appear reflect what kind of interaction they are:
White is Neutral, meaning there will be no effects, so you can choose these options to 'play it safe' or maybe learn a bit about the story that might help you.
Green is Nice, these options typically give a positive bonus to Comfort or Affinity.
Red is Mean and naturally does the opposite of what is Nice.
Orange is Coercive, meaning a violent threat or intimidation tactic. Characters probably won't take kindly to this, but maybe they'll do what you want...
Dark Orange is a Violent option; these options may severely diminish your relationship with a character or even affect their health bar. Once their health is gone, the NPC dies!
Light Pink is a romantic option that will lead to fluffy dating type interactions.
Dark Pink is a horny option that may lead to a fun sex scene or the like.
Now you may be asking, if Red = Mean and should result in a loss to Comfort and/or Affinity, why did Riley's Comfort and Affinity raise in this example?! Well! Riley appreciates a good sass, you know. She kinda likes when you're mean to her. That's not to say that she will like every mean option that appears, though. So just because you choose an option that is nice or mean or whatever else doesn't necessarily mean you're going to get that positive or negative outcome you want or expect - you have to kind of gauge the situation and the character you're talking to. And though I put in almost every possible interaction for the sake of this example, you won't always have every kind of option available to you! The idea is that things you do in the game to maintain your mood and other stats, as well as how successfully you navigate conversations with an NPC, will affect what options become available to you.
that's all for now! I'll keep updating this thread as I build on the thing!