Day 126 of Development
On this video we share how our environment art looked like in 126 day of making Firva strings of fate, a dark fantasy game that we were passionate about.


#dc comics#batman#dc#batfam#bruce wayne#dick grayson#batfamily#tim drake#dc fanart





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Day 126 of Development
On this video we share how our environment art looked like in 126 day of making Firva strings of fate, a dark fantasy game that we were passionate about.
Rust & Decay Devlog 001
I've started a project with some people to make a survival horror schmup. It's inspired by my love of horror games but also a recent game called Fear & Hunger.
I started out just figuring out how @gamemakerstoolkit worked again first by messing around building simple schmup mechanics.
Once I had that figured out I roped @skarikafterdark into helping me start really chopping into the work I wanted to do while also working on developing the art style I wanted to go with.
My own style while taking cues from Fear And Hunger proved to be a winner. So I started really pushing into the vibes I wanted. So far we've really made progress on making the project feel tangible.
The spouse is currently working on getting hex grid type map working. They walked me through how to set up a hex in game maker over the course of a day.
So for now we are still working on the basic game loop but I'm really happy so far with the progress! I'll be updating tumblr more as we progress.
04/12/2022 - Basic Quest System, Start on Map
This week was spent fixing a couple minor bugs in what I had built so far, and creating a bunch of new art assets. Namely, I am taking the advise of Pixel Architect on youTube and approaching the map from a more painterly perspective.
I'm drawing a whole scene at once to make sure there's enough interest in each scene. This is taking super long, but I think the results will be much better than the asset mashing I started with. Problem is that I haven't planned out the whole map yet, so really it's probably a bit foolish to start this process, when so much might yet change.
Anyway, here's what my WIP looks like!
...specifically for the docks section, that is, and a part of the worker's district.
The biggest project I took on this week coding wise is a basic quest system.
Here's how it works:
I have an enum quest {} which lists all available quests in the game. Then there is a struct for each quest, which holds its name, description, quest giver, quest recipient, quest type, reward type, reward value and more.
When the player speaks to a quest giver, a script scr_add_quest() checks that this quest ID isn't already in the quests_array of our quest manager, and then adds it to the array. The active quests get listed in a quest menu. At each step, the quest manager runs a script scr_check_quest_receptor to see:
a.) if there are quests in the array whose status is "ready" (for being handed in)
b.) if the quest recipient marked in the quest ID's struct is in this room. If so, it checks a boolean in the receptor to tell them they are waiting for a quest, and the recipient, upon interaction, runs script scr_complete_quest, whcih pays out the reward and removes the quest from the active quest list.
Right now the only functional quest is picking up a quest from the lady NPC to drop something off at the post box, and the player can interact with the postbox to earn some extra money.
What makes this system work for me is that it works even when I leave the room - it should enable me to access recipients across the whole map, no matter where they are, and only interfere with their dialogue when a quest actually becomes relevant!
Because I never wrote a quest system before I'm quite pleased with this little set-up so far and hope it will be decently scalable for various quest types in the future. I've already set up the barebones of fetch quests that require the player to collect multiple different items!
My next big project will be change my dialogue setup a bit.
Right now, when an object creates dialogue it has to give it its ID, and when dialogue ends a boolean "dialogue end" is turned on. Based on this, the object could give out an item or quest at the end of the dialogue. But this means I have to run all the if-statements I ran to determine the dialogue all over again to determine what text-end condition is required.
So instead, I want to extend the create_textbox script to accept instructions for what should happen after the textbox closes. Like running a script, or adding an item or quest. Then the textbox object, when it closes, will run that script.
I’m having fun making NPCs today! This guy, head of the secret semiconductor lab, needs a name.
The Legend Starts Here
Devlog #06
Devlog 001:The Harsh Truth of Indie Development If you’ve been around Steam long enough, you’ve seen it: A promising indie game appears a st
#postmortem
First Steam Devlog for Our Upcoming Project.
I created a system in Photoshop in order to generate sprites of custom NPCs with a wide variety of assets such as hair and clothing, all without writing a line of code!