In my game, quests are represented as "Mental Notes."
You can see these notes on the map screen. 🗺️🔖
You can also see them on the items screen, on top of items that are part of a quest. 🌻🔖
Quests with no item yet will show an item wireframe. 🌐🔖
| Wishlist on Steam | https://store.steampowered.com/app/3734760/ |
| More Links | https://linktr.ee/micalpixel |
In my game, quests are represented as "Mental Notes."
You can see these notes on the map screen. 🗺️🔖
You can also see them on the items screen, on top of items that are part of a quest. 🌻🔖
Quests with no item yet will show an item wireframe. 🌐🔖
Did more testing with controllers the last 2 days (including Bluetooth stuff). Made some minor fixes and optimizations too, fixed some bugs. I now feel confident enough to update the Steam page with this:
🎮 Full Controller Support! 🎮
I've overhauled the System Menu for #MayGame. The options are now laid out in a grid and have character animations when active. The Map and Items menus are accessible as tabs, too.
Animations need fine-tuning but otherwise pretty happy with this.
Happy New Year everyone! 🎉
The first Developer Diary for "May and the Amazing Bouquet" is live on Steam! I talk about development in 2025, what's coming in 2026, and the game's current wishlist numbers!
https://store.steampowered.com/news/app/3734760/view/533244142396902085
I've seen some indie games with a built-in achievement-tracking screen and decided to make one too.
Not every gaming platform has an achievements system, so this would make sure everyone could experience it.
@beemdvp Glad you found it useful!
Most of my stuff is in text files 😅 but I've started using miro.com to organize things visually, like this chart. Liking it so far.
Originally made it with retro console games in mind.
But uhhh...
PC games have this thing called "Quit Program" which I hear is sorta important and required a few changes. 😁
RE: https://mastodon.social/@maygame/115753092566674455
I may have gone a bit overboard with this feature. 1000+ lines of code and all...
But I think custom controls are extremely important.
Forcing players to use a control scheme they're unfamiliar with is NOT a good first impression.