April 2015


This week, we wanted to reveal some of the redesigns of our menu system.

Main Menu
Our new menu layout is more similar to a smartphone now. Broad menu categories are represented by app icons. Within each menu, there are sub-menus that are presented in tab format at the top of the phone.

Inventory Menu
There were some errors in our previous inventory system that delayed its release. Most of the kinks have been ironed out. The current demo only has cards and quest items to fill your inventory, but future builds will include gadgets which you can use to customize gameplay. More on this in the coming weeks.

Dialog Stats
Stats for your card usage and dialog choices are compiled in the profile section. Every card you play and every conversation choice you make will be viewable in one of the tabs in this menu. If the player makes a non-neutral dialog choice, they will earn points within that response category.

Stat Star
In conversation, there are five broad categories of response. The five categories are:

  1. Empathy
  2. Intimidate
  3. Dismissive
  4. Control
  5. Charm

Within each category, there are dozens of different response types that fall under the major category's general umbrella. For example, the Intimidate category will include threatening, angry, and criticizing responses.

As the player makes more of a certain type of response, they earn points in that category which will allow them to make more significant choices. Our next blog post will cover conversation choices in more depth.

We hope to have a new demo out by next Friday. You'll be able to see the new menus in this version.


It's happened again. Since our last demo release, we've done another graphics overhaul to the game. There's always an exhilaration when finishing a scene, even if it doesn't end up exactly like how you envisioned. Rarely does a scene end up looking even better than you imagined. With the recent changes we've made to the environments, we encountered several instances where we were actually surprised at how much better the scenes looked.

This was definitely a pleasant reward for us, as many of the environments required significant adjustments. After 1.5 years of watching scenes you've spent ungodly amounts of time on require reworks (or worse, complete removal), you eventually learn to power through that initially despondent feeling.

New and improved.

Luckless Seven's new lighting features made many of our existing environments look funny. We've spent some time over the last few weeks reworking the hospital and the title screen sequence. We will these changes implemented in our next demo build.

Krista's home - exterior

Along with visual improvements, we've reworked the character movement system. In response to feedback, we've implemented two methods of movement. Holding down left-click will allow the player to move in whatever direction they move the mouse. Right-clicking will cause the player to move the the clicked spot, similar to an RTS.

Krista's home - interior

Construction of the first city is back on pace. We are working on one of the last indoor environments (a library) that will be included in our Kickstarter demo. There were several neat designs we wanted to try with the floor layout that didn't end up looking right when we actually starting building. Fortunately, we still ended up with a design we really like!

Mark's Apartment

We wanted to include the library in our next demo release, but a few other parts of the game required our attention. If everything goes well, we'll have screenshots of the place in the next update.

If you haven't already, check out our new Luckless Seven website! You can sign up for email updates on major announces and new demo builds.

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