Game
Tsalagi

2 years ago

More shiny work done Changing the stage theme based on location and adding in some stage props. Then we can have interesting stuff happen like trees falling over or random forks raining from the sky




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Doing some designing of the main village, mostly so I can get some connections in and get the next part of the opening cutscenes roughed in.

Decided to do some work on the save/load. Name, Chapter, and even Total Play Time CORRECTLY FORMATTED Will work on the chapter banners later. Free time formatting code below

Oh no! Jelly blobs of doom!

They're only supposed to be the size of a mini-yux

But doesn't he look so much more prepared for adventure?

And yes, she is carrying a deer foot staff, modeled after one hanging in our house

Madeline is the main protagonist of the mountain climbing platformer, Celeste. The game has been praised for its visuals, gameplay, and introspective narrative. The game's creator Maddy Thorson confirmed that Madeline is trans in 2020.

Working on battles. A little different than last time, aesthetically, but still the same basic idea

Dive into the cozy post-apocalyptic open world of Critter Cove!

Gentleman Rat Studios (@GR-Rob ) describe it as “a little bit Animal Crossing, a little bit Stardew Valley. Maybe even a little bit Windwaker, too."

Wishlist the game: https://bit.ly/CritterCove

Today's accomplishments include a rather smooth state machine, a functioning opening cutscene, and name input. It's not pretty, but there aren't any bugs

Lots of modeling the last few days. Got some houses made, remade some of my terrain blocks (rebuilt the harbor), and started on the NPC models. Also worked on the battle system and the follower system, now with 1/10th the code but 10x more efficient

Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.

Battle State Machine is working Player chooses what to do, enemies choose what to do, and they even have variable rates of attack/defend/flee. Next step will be to actually start dealing damage