Cavernous
Just a quick update:
What has been added since the last update??
*the sword animation has changed from a stab to a slash and has moved to a point in the game where it needs to be acquired. the sound has been updated to give a little more feedback during encounters. I think it feels more lively and even the game is not moving faster, it feels faster.
*a small intro clip has been added to the beginning of the game. it is very minimal, but creating a series of goto events with labels was a long process in getting it to work so im excited that its working. The highlight in the clip is the rain bouncing off of the Ghosts (Amelia's) shoulders
*2 new enemies have been added to the cavern, though there range very little from the first 2 enemies im looking to add more character to them.
*more follow up dialogue has been added to npc's.
*more polish to interactions with sprites
*have created 9 rooms to the final cavern and looking to add another 6 rooms hopefully
-What Im working on now?
*I submitted an interview for Uncranked Issue #7 which should be coming out this month! you can learn about my process and how I got about creating the locals featured in GIlly. (spoiler its a lot of clicking)
*As im creating the "final" cavern (dungeon) I feel the pull of creating a more zelda like type of dungeon, with puzzles and a big boss at the end. but since the initial goal was to create a narrative focused adventure game, im pulling back from the puzzle format and trying to create more of an experience akin to watching the goonies. so there will be a final dungeon like area with some puzzles, but im hoping it feel a little different.
-Goals?
*My wife and I are expecting our second child in the next couple of weeks, so my ability to work on this project will be greatly reduced. I am still looking to hopefully have this game ready by the fall. Overall, from where I started and what i expectedd as far as scope, the game has exceeded my expectations in size, which is exciting, but also terrifying bc you keep wanting to add more and make it more intricate, which becomes increasingly difficult given my limited bag of tricks. It was intitial supposed to mirror the size of pulp games like woodland, tochi and along came a spider.
-Challenges?
*unfortunately my time is limited so im not spending as much time as I would prefer developing. At this point im trying to gather any new pulp scripting tricks I can to make the game feel more intricate and interesting.
Till next time, 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 |
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