This week at Lightstep Chronicles - March 13, 2019

Lightstep Chronicles

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!