
prototyping a dialog system for a point-and-click adventure game
Next up
Refactoring some code, trying some new UI elements and adding some new features. Still working on developing a new visual style.
After much hemming and hawing over the architecture, I finally got the persistent player upgrades system implemented.
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @Silentfaith ![]()
to open today's slot on the calendar.
Voidstone now includes highly advanced QoL features, like a pause menu!
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @Lightson-Hero ![]()
to open today's slot on the calendar.
I'm thinking that I need to change the art style for this project to something which I can produce and iterate on faster. Which of these two styles for the mech do you like more? Modeled/Rendered in Blender.
Ukiyoe style experiment...
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @XHeheX ![]()
to open today's slot on the calendar.
Working on the mech selection in the main menu. One of these will be in the final game.














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