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Treasure Island 2: It's About Time
2 days ago

fuhckin finally (first character done devlog!!!wow )


after a week of fearing for how much of a headache this could be, as well as an actual headache, this game's first character is finally done! Hallelujah.

In all seriousness, I'm very happy I was finally able to get this bastard done. I can't guarantee that other characters will now be done super quickly, but now that I know how to actually make things function, I doubt other characters will be *as* difficult as setting up the basics. Sorry if some of the new renders I made for him look janky. If nothing else, I at least tried to make them easy to spot.

Now, for PNM's actual mechanic...

He will start from the mascot room and make his way to your office. He always spawns from the same spot and will always take the same route. When he gets in, you need to shut off the camera to the right of your office (aka cam 9) when he's in your room.

However, to make him more than just a simple "shut off the camera" character, I added two little caveats;

A) He will not enter your office until you are in a different time period than him. It won't necessarily matter right now, but when you have other characters yanking you into their time periods, I imagine it'll be a lot noticeable. Other characters will also have this feature.

B) When he *does* enter, if you already have Cam 9 shut off, he'll just... Ignore it, and shut off a different camera instead, denoted with a sound effect. This is mainly to prevent cheesing him by just camping on the entrance, but perhaps you can use it to your advantage?

Whoo, that was a lot. But hey, that's that. It took a good amount of time, but we finally have a proper framework for characters set. Next up is oswald, so I hope to show him off soon. See ya!



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added a story to the gamepage. I intend to make this story incredibly silly while also taking itself completely seriously

Last post for the night i swear but I'm gonna try everything i can to fit hourglass into the gameplay loop. Time is literally his whole thing and if I can't get him in here I find that nothing short of an unmitigated disaster

I've been incessantly thinking about these mechanics. they are in fact the purest form of "click the button to deal with the animatronic" and i can't help but wonder how to improve them without completely replacing them

"where the fuck am i"

Mapped out my plans for a 2-night demo. This game's not gonna be small, so I'm definitely gonna need a breather in some shape or form.

As always, this plan isn't final, I just need this to better assess my goals.

had this idea today

also finished the title screen + functions lol

Aaaaand added one last mechanic for the road. It's the flush button fleshed out into a proper mechanic. Functions pretty much like the flashlight in the office

Old vs. New Comparision.

Suppose I may as well make this the pinned post until the characters come in; here's everything I've chipped away at thus far