Summary: In which level two's traversal draws nearer to completion; non-traversal elements and interactions are introduced to the level; some interactions are hidden; a conversation is added; the "Conversation Editor" causes confusion (and is renamed); and a glass shader is begun.
Greetings and salutations!
For this week's screenshots, a few images from around level two:
(All of course work-in-progress, and using stand-in textures. The bookshelf is a stand-in too, borrowed from the previous level.)
The week just past was a more productive one than the previous, I do feel! Let me elaborate:
Continue reading "Hidden Interactions" »
Monday, May 21. 2018
A Distant Light
Summary: In which a distant light suggests direction in the level; the level gains a ceiling; the level continues to be otherwise built; movement on ladders and ropes is a little more responsive; and falls produce pain only from a greater height than before.
Greetings and salutations!
In this week's screenshot, a distant light gives some direction in the darkness of level two:
The week just past was rather slow, I'm afraid: a number of things compounded to either pre-empt work, or (I think) slow me down when I was working, I believe. (Not all of these things were untoward, however!)
Still, some work did get done:
Continue reading "A Distant Light" »
Greetings and salutations!
In this week's screenshot, a distant light gives some direction in the darkness of level two:
A distant light suggests a direction in the darkness.
— Ian Eborn (@EbornIan) May 20, 2018
(WIP, with stand-in textures (although the light itself may be final).)#ADoorToTheMists #gamedev #indiedev #indiegame #screenshotsaturday pic.twitter.com/nHAmGQMCoZ
The week just past was rather slow, I'm afraid: a number of things compounded to either pre-empt work, or (I think) slow me down when I was working, I believe. (Not all of these things were untoward, however!)
Still, some work did get done:
Continue reading "A Distant Light" »
Monday, May 14. 2018
In the Grid
Summary: In which a grid provides culling; said grid may support simplified "distant geometry"; level two's traversal is nearly laid out; and work has been done on a distantly-seen light in level two.
Greetings and salutations!
For this week's screenshot, an overview of level two as it currently stands (once again work-in-progress, with stand-in textures, and seen under the sun-light for the sake of broader visibility).
The week just past was perhaps a little bit slow, but also perhaps less so than the one before:
Continue reading "In the Grid" »
Greetings and salutations!
For this week's screenshot, an overview of level two as it currently stands (once again work-in-progress, with stand-in textures, and seen under the sun-light for the sake of broader visibility).
The week just past was perhaps a little bit slow, but also perhaps less so than the one before:
Continue reading "In the Grid" »
Monday, May 7. 2018
Ladder Carriage
Summary: In which ladders may be carried; carriable objects are (hopefully) a little more intuitive; level two continues to see work; and the level's culling problems may have a solution.
Greetings and salutations!
For this week's screenshot, a look at the newly-placeable ladders:
The week just past was another slow one, I feel, but once again some things did get done:
Continue reading "Ladder Carriage" »
Greetings and salutations!
For this week's screenshot, a look at the newly-placeable ladders:
Hmm, that looks useful...#ADoorToTheMists #gamedev #indiedev #indiegame #screenshot pic.twitter.com/4bL9Xma6HV
— Ian Eborn (@EbornIan) May 3, 2018
The week just past was another slow one, I feel, but once again some things did get done:
Continue reading "Ladder Carriage" »
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