Posts

June 21st Update

 Got the ability for players to drop props on the floor working fully along with the item shop. I just need to have the game round wrap up and properly transition into story scenes, clean up the character sprites then I should have a demo available soon. I don't have any music, but I might throw in some free placeholder ones online for now just to get something out there. Players can also put their own music into a specific folder and the game will not only play it but sync to it with certain objects.

June 15th Update

 Still making a few modular customer models. I'll probably just stick with 3 variants for now. At first I was going to figure out a navigation system for the customers, but I think this would take too much time since the layout is going to be constantly changing and I can't be rebaking the nav map every few seconds. The customers will probably just fade in for now. I'm working on making it so that the player can place props where they want, but the props will influence how well they do on the minigame. Fixed up a whole host of bugs involving the item shop. There will be dancing birds! I've also written some short ministories for ALAWT and will post them once I edit them a bit more, so that you can get more of a feeling for what Lea was thinking during some of the major story beats. I wanted to emphasize the horror feel in these. Ingame, ALAWT's horror is intentionally supposed to be light, I didn't want to scare off half my audience.  After this bar game I still...

May 31st update

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 Morgan has a prototype model. I was planning to have her just be a background character running around doing barowner/bartender stuff. Rhys's cool aunt. Also a quick preview of something experimental I've been working on for the cutscenes instead of having dialogue being placed at the very bottom in a static box. Very rough right now:

May 18th update

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 Working on the barowner/bartender's prototype model now after finishing a base model. I've also got character portraits in including a new one for Sera. I plan to start making a few customer models and then I can start working on code for the customers walking in. There's already some logic for customers but they just kinda spawn in out of nowhere which is jarring. I think there's enough games where you play as the bartender, so the current idea is a weird offbeat decoration puzzle game of sorts.  Of course, Sera will get the chance to beat up horrible monsters because her favorite pastime is fighting things. Lea will be a major part of this as well, I'm planning for some cutesy minigames. So ALAWTs dual character controller might be coming back in an unexpected way. still working on the coloring

May 4th update

 Working on a new female base model because I need to make customers for the bar and my old one had a bunch of issues.  I further expanded the item spawning system and added a shop system. Also added some nice to haves. Things are a bit slow since I'm busy with other life commitments, but still pushing through that and working a little here and there when I have the chance.

April 13 Update

 Been adding a whole bunch of features to the game. I made a beat detection algorithm and made these very round birds that bounce to the beat. It's not going to be a rhythm game though, just a bit of polish. I'm adding in a few more features, like letting Sera place things on the ground for minigame for the bar level, and I've been writing up some scenes for the bar. As always one of the tougher things is going to be the 2d artwork especially for the style of cutscene I'm going for this time.

March update

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  Added some outlines to stuff. I've added the skeleton of some gameplay. I worked on making Sera's jump better because it was too floaty. Added a ledge grab. I spent some time making a generalized object pool that can take any type of entity so that'll be real helpful for generating enemies/props/etc in random places. The game will probably comprise of a bunch of different minigames. Some will be a bit more actiony, others a bit more on the simulation side of things. Once I have one or two minigames - at this point I'm mostly just missing design and some assets, I'll put out a demo and get feedback early and that might change the focus of where this goes.