Introduction
Making comics and running contests is good, but what about the game? To keep everyone, who is invested in our project, informed about the development process, we've decided to start this Devlog, a Princess Hunter-related diary of sorts.
Recently, the proportion of Nikitas in the team has grown 30%. We were lucky; the new Nikita turned out to be a very cool programmer. Thanks to him, the development process will hopefully gain an increased momentum. But before diving into the project proper, one has to study it first. That's why we asked him to implement an auxiliary, but still very interesting task, namely…
NOTES
All worlds of Princess Hunter are inhabited by book gnomes. They can't read, but they have a bizarre attraction to handwritten texts. Gnomes fanatically steal every piece of paper or parchment they find, hiding them like squirrels hide nuts. It can be a page from a diary, a treasure map, a love letter, or a scrap from the Necronomicon. Well, you know... gnomes!
Now our hero can pick up those notes and store them in his Journal. Some notes can be flipped, revealing extra texts (and drawings) on the reverse side. We've made five different variations of the notes to give each scrap of paper a unique look.
Meanwhile, the other part of the team was busy trying to harness…
EMOTIONS
Dialogues are an essential part of Princess Hunter, and we relentlessly work on improving all their aspects.
The dialogue system uses the Unity plugin called Fungus, but over the course of development we've made a lot of major custom additions to it. As a result, Fungus has added many new features… but lost some original ones (which was quite unexpected). One of them was swapping character sprites during a dialogue: if the Gunslinger offends one of his companions, for example.
We couldn't accept such a loss, and that's why we wrote our own implementation of said feature. Now, nothing would prevent Ingeborg from becoming angrier or even enraged!

