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First Devlog Here!

Hey guys, Sephra here, posting on Itch for the first time because I just never had it in my head to post here and am somewhat scatterbrained to say the least so, apologies for that and I hope you've been keeping up on the other sites; with this though i'll start posting these here too for anyone who isn't in the know, sorry again, and on with the devlog as it is on the other sites:


Hello everyone, it’s me, Tib again! As promised before, we’ll be doing monthly devlogs, as it’s a much better way to keep up with things! First of all, this month I had my birthday, so I didn’t get as much work done as I would’ve liked, but I still managed to get a couple of things done, which I’m really happy about! I’ll give you a rundown of the things that I did during this time!

-Updated the engine version (4.3)

-Re-worked the dialogue system to use animated sprites for dialogue instead of the much more inefficient “AnimatedTexture” resource

-(Thanks to Sephra) Made sure all dialogue textures face the same direction, making it much easier to position future characters on either side

-Reworked the Map loading system, so that it can be used with the save system that’s in the works

-Laid the foundation for the Input remapping system

-Many small bugfixes

-Added zoom / focus mode for the camera: The camera can/will now focus on important things during dialogue dynamically

-Switched the Physics engine to use Jolt

Of course, I’m not fully focused on getting an actual gameplay update out so the game can be in the same state the GameMaker version was a while ago, except with us being able to easily update and add new things to it! That’s it from me, but if you ever have any questions, you’re free to ping me in our discord at any time! ( https://discord.gg/hornedlizardstudios )

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Howdy everyone!

little addendum from me, hope you're all keeping well etc. and that it isn't unseasonably cold for you like it is here in merry old England; work's been carrying on as usual, switched back to the 2D for the most part once I'd gotten the level creation bug out of my system and am currently filling out some of the longer animations for level 2; but I couldn't resist making an attempt at a cool pistol for Amber:

(guess I can't post images? check the cover image for the gun itself!)

This chunky guy's had some extensive modifications to it as you can see, but started it's life as a low powered stun gun used by the public facing QRD officers; imagine a tazer but the charge is carried through a stabilized field, similar to ball lightning (as far as a dolt like me understands the concept; worked for the cacodemons, works for me); the regular models are very slow and habitually set on full charge, but with a few tweaks and some cooling bolted on the side it's become one of Amber's more reliable methods of warding off anyone who'd like to get too close; shame they don't allow it at nightclubs or the main narrative might take a very direct turn!

Also, though not as interesting just yet, I bought a little doohickey that lets me plug instruments into the computer so I now have the ability to sound out of tune without intending to; still getting to grips with it but I do very much enjoy making the tunes for the game, and now I get more options to play with when I get the urge!

Anyway, back to the caves once more, take care!

-S


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Woot WOOT