Anamnesis, of Renascents and Monsters,

A text-based simulation and role playing game of exploration, warfare, intrigue and romance in a low fantasy, early 20th century environment.

Tuesday, August 14, 2012

New Font

Here is what the new game font looks like, I've assumed the main quarrel was with the small text, so I left the big texts and the map locations unchanged. The new font, at the very least, certainly displays better quotation marks, spaces and numbers.

Let me know what you think.










It is possible that I might have broken something in the process, so I'll have to test it a little more, afterwards I'll make another release with the new font. I guess I'll also have to get new replacement screenshots for the page.
  

4 comments:

  1. The system feels somewhat obfuscated to me--Resistance input 311.4 out of etc, if the goal is to reinforce a barrier, surely there is a simpler way to convey that to the player?

    I like the setting, it feels pretty different!

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    Replies
    1. That’s a very good point. I’ve spent so much time with the current system that it feels natural to me, obfuscated as it might be. I’ll make it so that the game automatically calculates the remaining weeks until the project is finished instead.

      It’s a great help to have fresh points of view!

      I’m glad that you like the setting too. A proper, distinct setting is vital for me to enjoy a game, yet it feels that original settings are becoming more and more neglected as of late.

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    2. Yeah, having the workings of the game be clear is pretty important--if you remember Academagia, that sunk pretty hard because it had so many systems and subsystems hidden behind a barely comprehensible wall. Deep is good, but deep doesn't have to be antagonistic to the player. Cool cool.

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    3. Quite right, I completely failed to get into that game. The only lasting impression Academagia made on me was one of great disappointment for being unable to get a ferret familiar again after I made a broken first character.

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