November progress has been a slightly slower with the day job interfering a little, but work still continues!
In the first half I was fleshing out more of the lore, scrapping other bits. We added some characters to the NPC pool. Mostly characters of patrons on discord too, so keep an eye out for future opportunities!
And finally, as I still gather a lot of feedback on the game, I start to reconsider certain UI choices I made in the past. One reoccurring piece of feedback has been about the dialogue and quest UIs being hard to use. I've decided to approach the dialogue system again to address primarily these issues:
Difficult to know how to get to the quest or vendor when speaking to an NP
Difficult to navigate through the speech
Multiple boxes for quest rewards and dialogue choices is confusing
Continuing dialogue through separate dialogue boxes for learning how to fish is confusing
I've also found it a bit problematic setting up the dialogue to work in that particular box shape.
The new system is taking lessons from other PC RPGs with easier to read text in one scrollable box, with clear sections for dialogue, choices, available quests, summary, objectives, quest rewards, and clear Yes/No buttons depending on the context.
I'll make it playable once it's ready to try out. Hopefully it'll be a lot more intuitive to use!