A routine mission fails and Cpt Cain Phoenix's squad is abducted by a mysterious spaceship. Their survival relies on his ability to communicate with the broken AI and puzzle out the grim secrets of the ship in this dark sci-fi text-based adventure.
Our game's most unique feature is also its biggest weakness:
[b]What kind of game is [i]Lightstep Chronicles[/i]?[/b]
We always announce it as a text-based adventure, and then the graphics throw people off. Everytime. It is a new breed of text-based adventure, but there have been similar games in the past. Mike Bithell's [i]Subsurface Circular[/i] is a text-based adventure that feels like a movie, and it was a big inspiration to us during development. The cool thing is that when players enter either [i]Subsurface Circular [/i]or [i]Lightstep Chronicles[/i], they don't know what to expect. It is mysterious! It's exciting! It's really difficult to market!
We spent the past week making ourselves known across the internet – we now have an [url=https://eipix.itch.io/lightstep-chronicles]Itch[/url] page and a [url=https://gamejolt.com/games/lightstepchronicles/400809]Game Jolt[/url] page. [u][b]
You can download the first chapter for free on either one of these sites[/b][/u].
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33972272/74f16287bc80e04cdd9a185139ecc816c9138544.png[/img]
What kind of game is Lightstep Chronicles?
It's best that you discover on your own. :)
[h1]Devlog[/h1]
As promised, this is what we did in the past week:
- been cleaning the playable build of the full game
- edited the log file, sorted logs and log file indicators
- set up optional AI dialogue
- enabled free movement across the ship via Ship Map
- animated additional AI emotions and set up their triggers across scenes
- worked on endings and their implementation some more
We also optimized textures and 3D models.
[h1]Next week, we will work on[/h1]
- updating the Save Game system
- working on the audio and music, implementing a new sound controller
- additional post-process optimization and lighting
- polishing end scene graphics
- additional in-game effects (particles and animations)
'Til next Wednesday,
Take care!