![](https://m.gjcdn.net/fireside-post-image/900/3158723-rc2nfewc-v4.webp)
![](https://m.gjcdn.net/fireside-post-image/900/3158724-n736dkj3-v4.webp)
![](https://m.gjcdn.net/fireside-post-image/900/3158725-k52bf25p-v4.webp)
![](https://m.gjcdn.net/fireside-post-image/900/3158726-2zczctf6-v4.webp)
Devlog 8/14 #advjam2020 busy day!
- Created 3 locations from scratch, and finished one I started yesterday
- Made two new door types I realised I needed as I built the new levels
They all need proper lighting of course, but at least the layout is done.
Next up
My last few months of work...
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 :)
Just started on some quick lighting tests - first image is unlit for reference
Devlog 10-11/14
- Been busy doing lots of level logic, and twisting myself in knots forgetting how things work from one level to the next!
- But I think I should make it before the deadline
- Also done some lighting work
DUNGEON PATHS September updates! #gamedev #indiegamedev #unity3d
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!
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.
0 comments