Next up
Devlog 9/14
- Did some lighting on the cryo pod bay
- Started the dialogue and task logic in the crew quarters, discovered I needed a few more things to make it all functional, fixed some bugs
Slow progress, but should speed up now
Devlog 4/14
Hang on - isn't this the same picture as yesterday? Oh no it isn't! This one shows I have got task statuses working, they can be ticked, and I can reset them as needed.
Painstakingly dull work, but necessary.
Devlog 3/14
- Got the other half of the inventory working: picked up items are tested against, and things can now happen if you have them
- Also started working on the PDA task list (quests basically)
Devlog 14/14 #advjam2020
Well that was an intense couple of weeks. I had to cut so much from my full design of the game to make the deadline, but I think it still makes narrative sense, if a bit clunky at the end.
Hope you all enjoy it!
Just roughly blocking out the start area of the game as a test piece for both the level design and game design parts of the process.
This is the first room, with three ways forward. Now, why would that be... hmm :)
My last few months of work...
DUNGEON PATHS September updates! #gamedev #indiegamedev #unity3d
Just started on some quick lighting tests - first image is unlit for reference
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