This week may have been our slowest week so far. Or perhaps it simply felt like that because we focused on overhauling the dialogue system to allow us to include portraits and name boxes. That, along with bug fixes, took us about half the week.
I added a fair bit of flourish to the rooms, more interactions, sound effects and decorations, and we worked on the narrative progression of the game so objectives are now a little clearer.
After waking up, the player can now progress into the empty mainhall, where he will muse about finding matches. Upon finding the matches in the supply room, he can light the fire and find Orpheus in the center of the house, who will order him to turn on the fusebox in the basement. Once that is done, the lights in the hallways will turn on and the whole house will be brighter.
I created assets for a future potential gallery puzzle, as well as the spider room that has been in the works for a while. I also styled the pantry from where the spider's food can be picked up later, and drew up one portrait for each character to use in the new dialogue system. The ghost wife now has an idle animation.
I fixed the bathtub in the bathroom to be animated as well, and started setting up triggers in all rooms to further the narrative and give important puzzle clues. We have a problem with the trigger dialogue however, as turning a trigger box off permanetly will turn off all others. They all share the same script. Cian has been working on that today and is still looking for a solution.




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