Next up
testing the mood and ambience of things as i get player control systems wired into the text frontend.
...
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.
*it's 2am, do you know where your O R B is?*
in serious news, the book progress continues but in the meantime, i figured i'd gamejam some horror during spooky season.
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"
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).
despite an entire backbone rewiring, we are so back.
crowdfunding this project: https://www.subscribestar.com/err-arachnica
https://www.bitchute.com/video/9JRSRemsVYhh/
combat test 1
player weapons, NPCs can be damaged and die
https://www.bitchute.com/video/gNaAtOLXQsZm/
"goatboys bizarre adventure" - doors between levels, world time, swimming, more faction HQs begin
















0 comments