In this devlog, I’d like to introduce the basic gameplay and interaction system of 1daYs.
As Minsu, players explore various locations around the school and neighborhood, talk to people, look at objects in their surroundings, and search for useful items.
When Minsu approaches a character or object he can interact with, the available actions will appear in a menu.
The available actions depend on the target and the current situation. Looking around to see what you can interact with is also part of the gameplay.
Talk is one of the most important actions in 1daYs. Not every conversation will be important, but speaking with others may reveal something new. They may tell you about their own lives or share their thoughts on what is currently happening. Information that does not seem important at first may also help you understand a different situation later.
Most of what you learn about the people and events in the game comes through conversation.
Some objects can be looked at more closely. They may contain something unusual, or they may simply be ordinary objects left where they belong.
Even looking at an everyday object can be part of the fun. It might also provide a clue about something that will happen later.
Some objects can be used rather than simply looked at. You can turn on a TV, open a newspaper, or operate certain objects and machines.
Not every object can be used, so finding one that can often means there is something worth trying.
As you explore different locations, you may find items that can be taken.
These items can be kept and later used in another situation or given to a particular character.
Some are required to progress through the story, while others can be left undiscovered.
By taking a closer look around, you may find items that can help with someone’s request or unlock additional conversations.
You can give items to characters who may need them. Sometimes you will search for an item after receiving a request, while at other times you may work out who needs something from the conversations around you. Giving someone an item often leads to a positive result, so there is usually no need to be too reluctant to share what you find.
Each type of interaction in 1daYs is a separate action, but they are connected throughout the game.
You might learn what someone needs by talking to them, then discover a related item while looking at your surroundings. The story continues as you use the item or return to give it to the person who needs it.
Sometimes you will need to remember what people have said or revisit a location you have already passed through.
Players can decide whom to talk to, what to look at, and who should receive the items they are carrying.
You do not need to talk to every character or look at every object. However, exploring a little more carefully and listening to different people may reveal new information or reactions that you would not otherwise see.
Talk, Look, Use, Take, and Give are all simple actions. By using these actions, players learn more about Minsu’s day and move the story forward.