Dev Log #1

We are improving the UI as a whole.
The UI that was revealed in the previous demo version had several problems since those had been developed without any other features. Therefore, when new features came out, there was a lack of spaces or connections between each UI. Among various updated UIs, we are going to introduce UI for Dialogue in this patch note.
The 'Dialogue' is one of the most appeared UI in the Little Witch in the Woods. However, it also had several problems, even though it is very crucial to the game. The issues that we have recognized so far are
- The space that UI is taking up during the Dialogue is too big, so there is no spare space that other UI can fit in,
- The interlocutor's portrait is located on the top of UI, while Ellie's portrait is located on the bottom of UI,
- and many of users did not notice that Virgil is talking.

The image below is an updated UI based on the issues that are mentioned above.

- First of all, we reduced the size of the Dialogue UI.
We reduced marginal spaces that are not used while keeping the font sizes to maintain legibility. - We also rearranged portraits at the bottom side of the screen to make their eye levels in the same line. This will help you get into the game and Dialogue while actually feeling each character's size.
- We put some animation effect on speech bubbles of Virgil so it can be thought that some special being, not a human being, is talking.
Our team is quite satisfied with those updates since it seems like most of the recognized issues have been improved so far.

We added a new feature, 'keyword.'
'Keyword' is specific words that you can earn while playing the game.
Ellie can start a Dialogue with earned keywords, then NPC will talk about that specific keyword. It is similar to a 'topic' of our daily Dialogue.
The keyword will be a core feature to process quests that will be given to Ellie. Other than the Dialogue, Ellie also can buy some items by using the 'shop' keyword to NPCs who are selling items.

- Like the above image, if you try to talk to NPC, a list of keywords will appear, and you can choose an appropriate keyword by scrolling the list.
- We newly added this feature because since the story is very important in the Little Witch in the Wood, we would like to help users be more active in the story.
We hope you can also experience the same thing we initially aimed for while using the keyword feature.

We added a new feature, 'sound.'
It is not sound effects or background music from the game. It is a feature that makes creatures in the game recognize Ellie's sound while walking or running in the forest.
You can only catch Fairy Butterfly or One Eyed Frog by swinging a butterfly net after getting closer quietly to them. This feature was temporarily systemized in the demo version, but now we completely systemized it so Ellie and creatures can interact with each other more smoothly in various places.

This is the end of today's Dev Log, and we will be back with the following Dev Log soon.