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(1 edit)

Day 1:

Created a cool little diorama for the menu screen, featuring our protagonist sleeping in a coffin. I kinda want the menu options to scale x1.5 (x2 is too large) but all my text rendering is currently works with integers so it could be a huge can of worms to start digging around in. Other code using it might be assuming float->int casts, so perhaps better to leave it, or maybe re-create the backing font image instead.


The 3D work this time is coming easy, as the groundwork is all golden from last year. The coffin model took a bit, because I haven't really done any modelling beyond cubes and billboards, but after than I was able to put together the above screen quite fast. I have the 7DRL week off work so I definitely have time for *some* of this kind of frippery, but probably no more modelling because I'm not experienced enough to bash out quick and dirty models for everything that will exist.

I spent more time than I would have liked trying to fix some audio issues that made the background music jolt around in volume when fading to/from different screens. I really should spend some time after this competition smoothing out my audio code because it's all very slapdash - last year was the first time I've ever used audio in any of my games (embarrassing I know) and it's extremely 7DRL quality code. Anyway one of the recent Humble Bundles has a lot of great music to go with so that's a plus, and SFX is really hard to find but last year's set is still good for re-use.

The game kind-of loads a simple test map (with lots of missing textures and models) based on my pre-existing engine, but rather that starting to look into that, or UI or gameplay just yet, I instead got a short simple opening story sequence in, and also got a good way into knocking the help screen and the win/lose screens into a shape suitable for this game. Once all of this framework is more-or-less out of the way tomorrow so I'll get into the fun part!