I’ve posted less these times, but here are some of the latest things I did. The game is reaaaallly coming to an end. It’ll not be over, but will have everything I wanted by the end of my internship. I’m adding “quests” which are basically different version of a same objective, and kinda change the structure of the game each time you’ll play. I’ll detail these later. I might have to tweak a lot of elements so that they combine in interesting ways and provide different experiences.
Completely changed the way colors on props work. Recent announcements of Shape of the World or Donut County reminded me that I wanted a flat style and very simple textures, so I took a lot of details out from the textures, to concentrate on shapes and color patterns. It’s not totally ready yet, but I’m sure the game will be way more legible and good looking.
"Sparing an ennemy" aka making a new companion (Pokemon-Ni No Kuni style) has a fancy animation.
Textbox system and also a thing to enter names etc
Some new teleporters and devices
Temporary minimalist Blue/Black aesthetic for the “space” elements/zone
-Modelled the Swing Swing Submarine ! This is high poly, but I’ll make a low poly version later and put it in the game, that’s for sure.
-Added Houses ! You can get in, get out… They are placed in the map, and their “inside” floats in the sky but you won’t see it. Having houses allows me to solve many problems and add a lot to the exploration component I want. I don’t have to bother with their size, since the inside can be wayyy bigger than the outside, and so I’ll have special zones where there are a lot of tiny houses - a village ! It’s up to you to enter them or not. I’ll make furnitures for them way later however, I’m trying to focus on gameplay.
-Made a giant venus flytrap. It’s quite generic, you see such ennemies in a lot of RPG… but I really like those anyway. They’re inspired by Carnivine and the Boko babas (but not as cool). They’ll have one less classic variation.
Some of the latest things I’ve been working on. Doors are placed on the level without blocking the path to the objective (they create optional paths with hidden stuff in them), they aren’t interactive yet.
There are also teleporters that will let you explore the “dungeon” in unexpected ways and maybe reach special places.
I’ve started generating the levels in a less homogenous way, to have specific treasure spots, ennemies camping etc… Lots of things are missing before I can start some playtests, since the goal is still very unclear. Beginning tomorrow I’ll add companions and maybe try to figure how to save datas to keep companions between games.
I couldn’t do much today as I was too anxious waiting for the imagine cup world final results. Anarcute didn’t win, but their game will be playable at MOHAI tomorrow so if you’re in Seattle you should check that. It’s fucking great.
I only made some props that you can break. They’ll sometimes contain stuff you might want, sometimes they’ll be empty and just fulfill your desire of destruction.
I had a great talk with William today about exploration, and what’ll be in the game besides combats. I have a lot of new fresh ideas and objectives to keep me busy. Combats are totally okay for now, so I’ll work on elements that’ll change the way you navigate inside a level.