Got Cutscenes mostly working! There is a placeholder cutscene that's an intro and another that activates upon opening a door! You can skip cutscenes by holding E for a bit but I have not yet implemented the code that keeps track of which cutscenes you've seen before to activate it. [I want there to be a system that keeps track of if you have ever seen a given cutscene. Since this game is story-heavy I wouldn't want people accidentally skipping cutscenes that may have been vital. This system will hopefully be able to keep track of this even through save files. So if you decide to replay the game after fully beating it all the cutscenes will be able to be skipped since you already know what's happening and such. Also for speedrunners]
Okay I know there's not a lot here but the cutscene system took. A while and that was cause I wanted it to be as optimized as possible [we'll be having quite a few cutscenes after all~] And that always makes coding take a lot longer. If I coded it in a super messy complicated way it probably would've been done in a way but I wanted the code to be mostly clean and most of all not tank the performance. So it took a lot longer than I thought it would.
Been doing some loose writing here and there. Honestly haven't done any major writing this month, I wanted a break from it. I have since taken that break however and I'm sure I'll come back swinging!
Haven't done much art myself, been doing some tweaks to the props I showed off in the last dev log but nothing more than that. However I have been working relentlessly on Henry's first model [I say first cause I'm sure with time, I will want to update and change it] and I can say confidently it is fairly close to completion.
In terms of 2D art, I've done a few textures and Roddy has been working hard on character designs! We got one of the major characters in their cycle form done and that'll help a lot for establishing the style for the others ones as well. We don't have much that wouldn't be considered spoilers though so for now, you'll just have to trust us.
HUGE progress has been made on figuring out rigging. I have a rig that works really swell, [one that was created by that very person I talked abt helping me in last month's devlog] now I just have to learn how to modify it for my own purposes which shouldn't be too hard since I now know all the little mechanics that make it work. With that I can hopefully start on making a good generic rig for humans and toons alike to act as a base for all of them but still be able to customize for any deviations they have in design. This took. Days. But I think it'll be worth it when you guys get to see these characters start to come to life in their first few animations and such. I think next month, I'll have at least something swell to show off! Thanks for your patience as always!
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