Next up
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.
...
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).
player UI is coming together.
ingame machines and gameplay build progressing.
despite an entire backbone rewiring, we are so back.
crowdfunding this project: https://www.subscribestar.com/err-arachnica
https://www.bitchute.com/video/gNaAtOLXQsZm/
"goatboys bizarre adventure" - doors between levels, world time, swimming, more faction HQs begin
*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"
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