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Day 8. Noon.

Asinus here,

Since I didn't have much time yesterday, I focused on making the "reality" scenes so I can link up my dreams. I really don't have any art skills so they'll all be menus or exposition like these:




As you can see, the success or failure of dream sequences are measured in motivation. That will be the driving factor in whether the player gets the good or the bad ending. It's pretty simple but it serves the purpose I'm looking for.

I also did a lot of work establishing a central point to load resources and save/load player progress (through Player Preferences). I might change that over to JSON or XML so that I can have cleaner implementations of things like storing lists of information (i.e. skills a player chooses). This really helped because I can start to finish up the "falling" dream and use that to finish up the motivation increase and skill selection scenes.

The main menu's debug panel is pretty full now. It's exciting even though about half the scenes aren't working fully (or at all).

The rest of today will be more of the same: establish how dreams are "randomized" (I want the user to play the entire set of dreams before repeating any), finish linking up dream transitions (all the data that needs to pass) and progression to the end (adding continue buttons to incomplete dream scenes). Once that's done, I can focus completely on the incomplete dreams.

I actually don't like gravy but I'll make an exception.
- Frowning Asinus