Next up
New features: shop, doors, more items and a working save system.
I just tell you that programming menus is pain. The game code has so much spaghetti I could start a restaurant.
But(t) it works, and that's the main thing!
Version 1.0.0 released
This is the main (stable) release.
Some funky hand-drawn animation. And I really mean hand-drawn animation: I drew the frames on a paper with a pencil and then scanned the result and created the gif.
(don't let the video "thumbnail" confuse you, this is a new video!)
Hey cool, video uploading is up (heh) and running again!
I added intro sequence and intro map to the game. The story is going to be a bit more minimal than I originally planned.
I added some treasure chests, NPCs, message boxes, menus and the title screen. They kind of work (health chests work, but all the treasure chests will give you a dummy item...)
I have had bad luck with my projects this year, so I decided to make a sequel for A Graveyard for Dreams. Maybe I will finish this project one day, maybe not, but at least I have fun making it!
Stuff
Devlog is coming once I draw the logo and create the game page.
Sometimes I start a project but I lose motivation to finish it. This is one of these projects. The source code is available on Github, though, and there you can also play the prototype:
Here's some #art. You don't have to thank me.
The working title is "A Memory of Owls". I'll start a devlog if this project survives that long.
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