Regency Solitaire II Dev Diary #9


Please note, earlier devlogs are availabe on our Patreon (no Paywall) Here

Wishlist bump

We got a nice wishlist bump due to a game festival on Steam:  As a result of this event, 530 new wishlists were added!

Collector's Edition

Because Regency Solitaire II will be marketed as a 'collector's edition,' there will be a bunch of bonus extra content.

This includes a whole extra story and levels to play, which unlock after the main game is completed.

Helen has been working on the CE story text file, testing this with the correct backgrounds and characters in-game, and making fixes / adding some different versions of characters.

The CE story features an additional 11 chapters, and tells the stories of some of our supporting cast, including the nouveau-riche industrialist Smythe family:


Finalising dialogs and graphics

We have made various design decisions and implemented them for a bunch of dialogs and screens that appear at various stages of the game.

At the beginning, we have worked on:

- Profile Manager dialog art + positioning elements/setting correct font, etc.:


- Choose mode dialog art + positioning. We also decided to use a plain blue tooltip graphics throughout the game which you can see on the bottom of this dialog:


- Enter name dialog art and positioning elements/setting correct font, etc.:


And for the end of the game, Jake adjusted and finalised the credits screen. (Adjusted font settings/spacing/scroll range/colours, etc.):


We made decisions on the character dialog art, including our portrait of dashing garden designer, Maplethorpe Green, for use in the shop screen:


Jake coded the story item dialog, and exported the story item images. Placeholder text was added for each one, and we tested them all in the relevant chapters:


It feels as though we are making good progress!

A few other things that we have done since our last update include:

    - Level End dialog graphics edited and plugged in.

    - Fixed dialog wallpaper as Jake noticed some faint lines on it and re-exported relevant dialogs.

    - Normal message dialog art + positioning elements/setting, correct font, etc. This is used in a lot of places so it's good to have this done.

    - Finalised header text widths for various dialogs so that localised text can auto-scale correctly.

    - Whilst making all these dialogs, Jake has been keeping track of any which might need special code for localised versions in case we need  to show extra lines - for German for example.

    - Goals dialog art exported and plugged in.

    - Removed Ancient Enemy combat-related tutorial dialogs.

Next, Helen will continue to work on level editing (card layouts) and getting the story and characters working as intended in the collector's edition.

Jake will tackle exporting and positioning the many items and GUI that make up our shop screen, and associated code.

He's also planning to make a script that runs our automated level testing for ALL of our levels and gives us the data in a .csv format, as the current version involves testing and generating results on a per-level basis. This should allow us to make decisions about the final running order / difficulty of levels more efficiently.

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Comments

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(+1)

I'm looking forward to the games release :)

Thanks! So are we :)