Posts

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.

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 ...