Current state of the development

Fragmented City

Immersive first person adventure game heavily focusing on meaningful exploration and social quests. Fragmented City is full of quirky characters, twisting stories and intriguing urban places.

The main reason why I've been recently silent about the process is because I mostly work on code related aspects of the game. These aren't really showcaseable stuff, but I thought sharing a couple of them would be a good idea. [h3]Three aspects of the game that currently need an enormous attention by me are:[/h3] [list] [*] supporting custom localizations [*] ease of access features [*] completely text based and readable save files [/list] [h2]Custom localizations[/h2] I've received a ton of requests for adding different translations to Through The Fragmentation. On one hand I'm glad to read these requests, good to know the game has fans from all around the globe. On the other hand the game was designed very poorly from this aspect, so adding translations would be a painful and extremely time consuming process. That is why I pay extra attention on this aspect of Fragmented City - creating localizations is going to be a pretty easy process to anyone! [h2]Ease of access features[/h2] Here are some examples I've already added to the build I work on: [list] [*] scalable UI [*] slider for head bob factor (it can be completely turned off) [*] slider for fov [*] toggleable settings for default moving speed, crouch, etc. [*] disappearable crosshair [*] slider for multiple v-sync options [*] dedicated volume sliders for the different audio channels [*] debug tools (no-clip, console, displaying fps) [/list] [h2]Text based save files[/h2] One reason I aspire to implement it is to make any of the later testing sessions much easier. I remember beta testers who helped me with Through The Fragmentation were really enthusiastic, but sometimes it was obvious that re-playing certain parts of the game really tried their patience. Also storing the data in text files prevent save files becoming unusable if I happen to update the game. [i]Here is how part of the new saving system looks:[/i] [img]{STEAM_CLAN_IMAGE}/43433521/9c07eb46763c579027ac8309966519a024544157.png[/img] As you can see everything is readable and pretty much obvious. Testers will be able to easily skip parts, but I'll have no problem with players tinkering with their save files and cheat a bit here and there either. Also, I'm planning to include secrets which can be revealed only by modifying these save files.