A list of currently implemented emotions for dating scenes in the game. This reference chart is used for writing dating dialogues in the game wiki. Everybody willing can contribute by writing text dialogues, which will help to release this game faster. Every contributor will be listed in game credits. If you are interested, please click on “CONTRIBUTE?” link in the navigation menu above.
Once you catch a squirrel and put it on your head (or head of your girlfriend) you can touch it (with mouse pointer on PC, or with a finger on devices with touchscreen). This feature works both during dates/conversations, and while walking around. Petting squirrels can be used, apart from a cute visual effect (squirrels will react to interactions), during a date to distract your girl and avoid questions you don’t want to answer. This trick can be used once per date, and its effect will depend on current mood of the girl. Bad timing can make her angry and your date will go wrong.
A small preview of the apartment room I’m currently working on. This is where the game’s playable character will live. Inside the room there will be a kitchen (where you can cook food for your girlfriend), a closet (for storing items that you don’t currently need in inventory), a bed, a table, and TV. Some interior details (like wall posters or curtains) will be customizable.
Just finished main game logic for dating scenes. The entire dialogue system is rebuilt from a scratch (compared to Shoujo City 2D) and now is more elaborate and consistent. Every dateable girl in the game will be able to talk on a wide variety of topics, and will have an opinion (like/dislike) on all of them. Dating in specific places will now trigger talking about related topics (e.g., if you date near a Shinto shrine, your girl may talk about Shinto – and while some girls will like it, some others will not). That means now you’ll have to gradually learn about likes and dislikes of your girlfriend during the game.
The new dialogue system is now fully connected to eating/cooking feature, and gift feature. Every item/gift in the game now comes with topic tags, and while choosing, for instance, a volume of poetry or a new manga issue as a gift, you’ll have to remember what your girl said about books. And to make her talk about books, it may be a good idea to first have a date in a local library. While making an order in the cafe, you’ll have to remember if your girl likes tea or coffee, or if she prefers sea food or meat. All of this will add a lot more depth to dating gameplay compared to the original 2D version, and will make every girl in the game unique.
Everybody willing to contribute is welcome to participate in writing text dialogues for the game, or translating them. No special skills are required apart from being able to write with proper grammar and spelling. All information for contributors and dialogue examples can be found here: http://wiki.shoujocity.com
A new feature is added to the in-game smartphone – camera. It can be used for taking pictures of your girlfriend (and any other characters or things you want), and will be required for certain missions in the story mode. Photos you made can be viewed in your smartphone, or printed as posters to decorate walls in your apartment room.
A new video showing character creation process (girl). In the final game you’ll be able to choose to play as a girl or a boy. Additional hair styles and hair colors will be available in a beauty salon.
In the original (2D) Shoujo City game there was very little story and character background information. Who are you and what are you doing in that city? Who are those girls always standing in the street and why are you dating them? These and many other questions were left without answer.
Apart from all new graphics and gameplay features, Shoujo City 3D will have a real story line. The game will have two main modes:
story mode – the game begins with you arriving to the school where you’ll be introduced to main game heroines and can choose one of them to date. Laika, Anette, and Yumi from the original game will appear only in this mode. After that the game will proceed for a certain amount of days, and every day you’ll have new events and quests to complete. Some quests and events will be required to complete a day, and some will be optional. The story mode will have several alternative endings depending on your actions and score in the game.
sandbox mode – at the beginning of the game you’ll get a unique girlfriend (looks and individuality will be either randomly generated or chosen according to a personality test). By dating your girlfriend you can increase your intimacy level and unlock new activities and locations. This mode won’t have any scripted events and quests, so you can freely explore the city and participate in any activities. There is no “game end” condition in this mode.
The story mode will take a lot more time to develop (a few years, maybe), so my first goal is to release a playable sandbox mode, which will be used for demonstrating and testing various game features and gameplay elements.
A playable demo version with sandbox mode (hopefully) will be released in a few months from now.
A new video showing current progress on the shopping area, which will include several shops, one cafe, and metro entrance. Taiyaki shop is almost complete (needs a few additional interior elements) and working already, all other buildings are under construction.
Just finished making metro entrance for Shoujo City 3D, which will be used for traveling between different parts of Tokyo in the game. The very first station is called “Shin Sakura”. Not sure as yet if this name will be used in the actual game, maybe I’ll use actual station names instead.
The school area will be the first location in Shoujo City 3D, and it will include the school itself and one street in front of the school entrance with several shops and other buildings. Right now I’m working on various road and street details, like pole lights, street signs, etc.
Reference photo for a manhole cover (Tokyo, Japan)
A lot of work is invested into faithful recreation in the game of various small unique things you can see in Japan – like chocolate taiyaki and vending machines, and even manhole covers and street trash cans. Working on all those small details takes almost infinite amounts of time and work, which means there can’t be any fast progress with the game, unfortunately. But that also means the game will have a completely unique appearance and feel to it, and that’s what one of my main goals is.