Ahoy m'Blossoms!
Today's diary marks the first time I've taken a core system and brought it forward, cleaned it up, and made it a lot closer to how I imagine it would perform end game.
It's likely that I'll be doing this for every system over the next few weeks as I try and get the game in a much nicer position for Alpha gameplay testing. It's taken a long time to get here and there's much more work to be done.
This time was the CUSTOMERS!
So by borrowing a lot of Sprites from the Disgaea series via https://www.spriters-resource.com/ (the isometric style and character types are fairly well suited for my purpose) and changing up the way I handle Customer Purchasing and Habits we have the new system.
This new system has Customers come in and walk one of four different paths. The amount of paths will be increased of course, but this does the job for now. The Customer will now stop at any Container, I then run the purchase code - if a Customer likes the look of something in any of the Containers they'll buy it, and any additional bundle purchases.
I play animations for both idling and also purchasing, as well as an additional sale notification animation to make this more obvious to the player.
I also added a much better (though still placeholder) way of checking a customers details, and got rid of the old boxes that were customised for every combination of race/gender/style, which was a LOT of sprites! This new one allows you to click on any customer and immediately see their style preference, costing rank and also their current mood!
Safe to say this new system makes Hush Blossom feel much, much closer to an actual game. It's great to step forward on this adventure of game gentrification.
Comments