Thursday, 16 February 2017

More layout additions, sprites, bugfixing

Today and yesterday we enhanced the house with some more rooms and items.
I restyled the spider-combat room to look more like a library.
I styled a supply room, where the player will be able to pick up matches as his first item.
I added nameplates to each room so that player navigation will be easier. Luckily, this can easily be supported by the narrative of the game as well.

I created a bathtub for the bathroom, including animations that don't quite work yet in terms of coded interaction, and I created my probably most complicated and best sprite yet: the grandpiano for the living room.

I also styled the basement and linked it up to the main house, so the dark room is accessible once more.
Cian fixed the issues with the inventory system, so everything works smoothly again.

We also finally fixed the sprite overlap issue, so the player cna now step infront and behind objects and will render correctly! I used a script I had looked at a long time ago for this, and after some fussing around with it, Cian rightly identified that we only needed to change part of it to an update function, and voila!

Cian has been working on the prototype for the next puzzle. The assets for that are already created and just need plugging into the game. In terms of space and design, the house and the game are really coming together. The navigation and exploration of the house itself is also adding a lot of content that can be nicely detailed and flourished.

Soon we will be looking into a different dialogue system so that we can include nameboxes and portraits during character dialogue. Hopefully this way, we can streamline the narrative and better portray the relationship between the characters. We felt it disingenious to simply have Orpheus write out how the player was meant to be feeling, whilst the player was projecting himself onto a mute, blank slate character.

Here are some screenshots for today's and yesterday's work.




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