
https://www.bitchute.com/video/gNaAtOLXQsZm/
"goatboys bizarre adventure" - doors between levels, world time, swimming, more faction HQs begin
Next up
HUD test
SAMHAIN DEMO OUT NOW
travel hatch/door mechanisms + dialog output boxes + third eye vision/debuff module.
the first 2 advancements mean finally connecting levels to each other.
the last item is a vision ability to see hidden things (inflicts psychic shock with overuse).
testing the mood and ambience of things as i get player control systems wired into the text frontend.
https://www.bitchute.com/video/ICHnbMKwMIg4/
"goatboys bizarre adventure" - player creation menu, fun movement abilities, a spooky ghost
im hoping to have a demo up by samhain.
ingame machines and gameplay build progressing.
the star generation is running once again finally. sorry it took a year but the game engine switchover took a while and for the engine itself to update some things.
nov 12th progress
-new design type for objects/NPCs: 2D pixels laid over 3D shaped body shells
-working (and deadly) spike traps
-minor visual preparations done
-final green HQ security NPC: "harmful flower"
main menu controls work now. work on the new game start of setting the factions properties can begin now. after that, i can plug that info into the world generation, and we're off into gameplay.
despite an entire backbone rewiring, we are so back.
crowdfunding this project: https://www.subscribestar.com/err-arachnica










0 comments