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(1 edit)

DEVLOG TIME!!I've done a bit more work on the main body of the story even working in some variables to allow for some more dynamic storytelling. The bad news is that we don't have a sick pentagram in our twine file anymore :( but we do have this sick bird lookin' thing.


It's taken a lot longer than I had planned to write in all the bits but I think it's coming together well!. The way this works is that the player is put into the centre passage, which then branches off into 5 other passages. Once the player visits a passage for the first time, the link is changed so that they can only visit the second version once they have already been there. This gives this section a bit more depth, but also allows easy coding for that "grass house" section in the lower left, which is unlocked after the player sees every house. Having these 2nd pathways made unlocking this easy to code, as it's set to a counter which is added to each time the player visits a house for the first time. (here's a peek at that)

(each of the UNV passages have a +1 to the counter)

This stuff is super cool and I'd like to try a whole game based on this stuff with hidden variables going up and down depending on what the player does, or even AI's with RNGs defining their actions. But enough of that, time to get back to writing. Hopefully zwalnut will check in soon with some more images for you all to see. (I've seen them they're really good)