First thing you may notice is that the girl is gorgeous. :) I was already in love with that character before she even had a face, but now I am even more. :p But enough eye candy already, let's talk a bit about the interface elements.
- Whenever it's your turn to submit a conversation topic, you may choose any of them among those you have previously unlocked (as long as your conversation partner has something new to say about it).
- You are also required to choose the tone you want to use for that segment of the conversation, among 8 possible tones (for instance, "Teasing" in orange is a combination of "Hostile" in red, and "Casual" in yellow). This will influence what your character will say, and in turn, how your conversation partner may respond.
- The objective gauge depends on the conversation situation, but the general idea is that you have to reach an objective before it fills up. In this case, you have to follow the trail of topics that the girl is giving you, in order to reach a particular topic that's not on your list yet. Each time you choose a topic, the Annoyance bar will fill according to how far you're straying from the path she has in mind. So, by cross-checking what the girl chooses to talk about, and how annoyed your own choices make her, you should get a pretty good idea of where she wants the conversation to go! (well, at least that's what the game will be expecting from you :p)
Note that this is a Ren'Py screenshot, and well... I'm a bit annoying with my changes of heart, but I think we're going to move on to Unity. The main reason we may want to do that is because we wish to animate our characters using Live2D, and there's a Unity plugin that allows full support for it. So, if all goes according to plan, our game should be GORGEOUS.
I will be posting about a more in-depth overview of each game mechanic later. Don't hesitate to leave a comment to tell us what you think about that first mockup screen, and Blueroze's beautiful art! :)