Posts

Nov 11 Update

I could not update for a while, but I am back with a massive update. The map has been reworked to have less rooms so I could really focus on the few puzzles the first floor has. Most puzzles are finished except the last one. Tons of bugs fixed. User friendly stuff like ammo count has been added - this isn't a survival horror though it takes some influence from that genre. I got the chance to have some playtesters try out the game (thank you very much to them!) and have added some of their suggestions to the game - will be adding more if I have more time before the YuriJam deadline. Bugs that were found by the playtesters were also fixed. More environment models and another entity has been added. Bunch of flavor text for random objects so it feels a bit more like the classic rpgmaker horror games which I've always liked. I'm still tweaking the writing since there's a lot of it I don't quite like. There's also some music and sound effects, but I feel like some of

Sept 7th Update

There's been a lot added. The entire floor is pretty much populated with basic environment set pieces at this point, though I need to tweak the layout for gameplay purposes. Lots of bugs fixed, first "cutscene" written, though I have to draw a few things for it. Sera has a new ability now when Lea uses a certain weapon on an enemy. I've also composed a few tracks. Cutscene track is about 70% there, I figured it didn't need to be too long. The Gourmet also has a track, and I've also got one for the title screen. I'm still missing some ambience ones for the general area though.  I've designed and modeled another enemy, but haven't textured or animated it yet. 

August 19th update

 I've added some new features to the combat system and a new weapon. Also am working on a new enemy as well as another creature. I'm also still working on building out the level and working on the story pacing. I should have some new visuals soon, but right now its mostly been dealing with bugs and fixing up a system here and there - especially the dialogue system which was ill equipped for what I wanted it to do.

August 1st Update

 I haven't been doing updates, but things are moving along, I have a few more models and am working on making things look more interesting and less samey while integrating elements of the story. I've also started implementing a couple of the puzzles. I still need to finish up some issues involving the save load system, and one more interesting part of the combat system, then I want to work on polish so I can get something out at the end of this year.

Some more new visuals

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Here's some more new visuals but also I fixed a bunch of bugs. The puzzle framework is almost done but I'll have to do some custom coding too. There's still more stuff I want to add to the walls, but I want to prioritize finishing all the planned puzzles and fixing up the combat system a little. The hallways definitely look a bit bare. I've got some other art ideas as well that tie into the story rather than just "generic lab" but I'm going to try to get a playable prototype first.  

June 14 Update

 I was busy for a week or so but I've returned and have been working on a bunch more 3d models. I think for the first floor almost all the models are complete. The idea is to be able to reuse many of these models though.

May 20 Update

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 I forget to update a lot, but I have also done a lot. Most of it has been visual assets since the combat system, while very simplistic is mostly complete (most of it was developed during practice round so I'm saving lots of time on code). I'd rather focus more on puzzles and visuals for now, so people have a place to actually explore. Some screenshots of some of the new rooms and a quick lil video of the gatherer attacking below. I'm doing a little bit of interaction for some of these props to make them feel more alive. I've also got one more room to show but it isn't in Godot yet. It'll be the centerpiece room and will look real unique compared to everything else. You'll also notice walls are translucent for Sera as well. I definitely need some decals to break things up but for now these are the basic areas. I also have ideas on how the lab will be changing each floor to prevent it from looking samey. needs some lights opened