The storm is building





So this is a bit late in the game, to be starting a dev log, but I do feel like its a really exciting time creative wise to include anyone interested in the game. I just wanted to highlight some new progress points that have gotten me excited.
PULP IMPLEMENTATION:
- the integration of character portraits in the dialog as well as specific sizing of dialog bubbles has really made the characters come to life
-finally figured out some implementation of the crank, and though it is very minimal, I feel at the point of the story where it is used, it will feel impactful. SO I am really excited about making that vision come together
-The game has a save mode, which for the longest time I had thought that I would do a more arcade one-credit style, but now that I have the save file implemented I am really excited about the way the game feels.
-the overall map has extended about 15% from the original vision and may continue to expand
-a new gloomy lighthouse theme is now my favorite bit tune for the game. (the bit tunes are simple, but definitely set the mood)
ART:
-A new logo and font have been created/added as I approach trying to get a press kit setup for the game. And it really is starting to feel the way I imagined. I am also excited for some of the character art that will show up in the wider banner images.
-I have started playing with procreate and as am someone who comes from physical media/art its is extremely overwhelming with the sheer possibilities in digital format, but I am very excited about what is coming out so far!
PRESS/ NEWS:
-I will be submitting an interview for the Uncranked Pulp Edition set to come out sometime in April and Im looking forward to showing some new UPDATED screenshots as well as some of the Press Art to go with the game.
NEXT SET OF CHALLENGES:
-currently in the process of finishing the last major dungeon level of the game and as I want to it to feel relevant I would like to implement some new features
-the overall tile count is approaching 3200 tiles, so I have started to notice some lag in the Pulp program. I made some modifications to existing heavy use tiles (particularly water tiles) and it has helped significantly to reduce the lag in pulp and to be honest I think the more simpler tiles look cleaner.
-currently would like to create a more robust collision physic in the combat of Gilly. Though the game was never meant to feel very combat heavy as compared to a zelda game, I would like for it to feel more robust. I would like for the combat to feel like it was an essential part of the story, but not necessarily the gameplay.
CURRENT FEELINGS:
-Really excited about the game. I dont have a lot of expectations for the game as far as release goes, but I like what I have created and if anyone else ends up enjoying it, that would make me very stoked.
Later, Gents!
Gilly and The Isle of Sorrow
Top Down Nautical Narrative Adventure for the Playdate!
Status | In development |
Author | DarkNStormyGames |
Genre | Adventure |
Tags | 1-bit, Narrative, Pirates, Playdate, pulp, Top-Down, zeldalike |
Comments
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This looks awesome! I cannot wait!
Looks great and sounds like good progress you made!
3200 Tiles, is that the amount of tiles within one scene or level? Could this be avoid loaded all at once?
Thanks! 3200 tiles is the amount of individual created tiles which are I believe 8x8. I believe the rooms in pulp are 25x15 so though I never have to worry about loading all of them at the same time, the shear amount has brought a little slow down to the editor itself. It has been manageable though and hasn’t brought much slow down to the actual game. So I think we are sitting ok. Ledbetter wrote an article about struggles optimizing for his ARt game, but I’m lucky whereas I’m only dealing with 30ish rooms, whereas; he had about 200 or so!!! 🤯 (fun fact, the wallpaper on the Gilly itch page is the actual tiles made, but that only represents about 1800 of them)