Flameheart Games - Calendar UI Finished + Development Update
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Hey everyone,
Small development update.
I just finished the in-game calendar UI and the logic that comes with it.
This one was not easy to build, especially because it connects with character schedules, days, phases, locations, and events. But I’m really happy with how it turned out. It looks clean, it fits the rest of the game UI, and honestly I’m proud of this part.
The calendar will help players keep track of character routines and understand where characters usually are during different days and phases. This should make the sandbox feel more organized and easier to explore, instead of players feeling lost or forced to guess everything.
One of my top priorities is giving players the best experience possible. I’ve been playing Ren’Py games for around 5 years now, so I know how important good navigation, clear systems, and comfortable sandbox design can be. A sandbox can be fun when it feels alive and rewarding, but frustrating when it feels confusing, empty, or badly organized. That’s why I’m putting so much effort into making these systems clean from the start.
Now, the main thing left is to focus on the actual events and scenes connected to the sandbox.
That part will still take some time, but I’m working the best I can. My goal is to release Chapter 1 v0.25 before the 20th of next month, so I can travel with a clean conscience knowing the update is finally out and in your hands.
Thank you again for the patience and support. I’m putting a lot of effort into making this update feel like a real step forward for Aetherwyn Manor
Hey everyone,
Small development update.
I just finished the in-game calendar UI and the logic that comes with it.
This one was not easy to build, especially because it connects with character schedules, days, phases, locations, and events. But I’m really happy with how it turned out. It looks clean, it fits the rest of the game UI, and honestly I’m proud of this part.
The calendar will help players keep track of character routines and understand where characters usually are during different days and phases. This should make the sandbox feel more organized and easier to explore, instead of players feeling lost or forced to guess everything.
One of my top priorities is giving players the best experience possible. I’ve been playing Ren’Py games for around 5 years now, so I know how important good navigation, clear systems, and comfortable sandbox design can be. A sandbox can be fun when it feels alive and rewarding, but frustrating when it feels confusing, empty, or badly organized. That’s why I’m putting so much effort into making these systems clean from the start.
Now, the main thing left is to focus on the actual events and scenes connected to the sandbox.
That part will still take some time, but I’m working the best I can. My goal is to release Chapter 1 v0.25 before the 20th of next month, so I can travel with a clean conscience knowing the update is finally out and in your hands.
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