Next up
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.
HUD test
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.
...
SAMHAIN DEMO OUT NOW
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.
https://www.bitchute.com/video/gNaAtOLXQsZm/
"goatboys bizarre adventure" - doors between levels, world time, swimming, more faction HQs begin
limited working code for painting planets, not all the sections work right just yet, sadly.
testing the mood and ambience of things as i get player control systems wired into the text frontend.
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).











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