Posts

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.

Update on the next game

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 It'll take place in a bar. I'm still working on some minigames associated with it. Also, the flytraps that I used as a punching bag for Rhys are back and they dance. It's kind of funny that Sera has probably the silliest game out of all of them, but I'm hoping that's a nice contrast to her hyper serious personality.

Next Game

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  I'm working on getting feedback earlier now so I'm working on a somewhat undefined project right now that might be extremely offbeat. Takes place in a lesbian bar, Sera's now the main protagonist, and I think it'll be 10x more ridiculous than practice round's tone was. Got a lot of assets done for it but now I'm working on 2d art. Going to start the first "minigame". Fortunately ALAWT's work on interactables is going to be very useful for it. I took a few days off for the holidays since I really overworked myself for ALAWT's prototype release. For now some screenshots of ALAWT at prototype release.

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.