New Rooms! Trudging on with early game setup
Progress, I'd say, is slow but steady! I have made a few more rooms that I know will be essential to the early game narrative.
One of those rooms is the storage room. Here, the Player is gonna be able to pick up the oil lamp for the first time, after which the 'tutorial' is well and truly over, and our Player has to go out into the dark by himself.
This comes with a bit of a Puzzle where out helpful friend Edgar abandons us in a pitch black room by ourselves. Yay!
I've made small further improvements to some of the cutscene scripts. Now I can decide how loudly to play sounds, which was a big issue in cutscenes before thanks to my un-levelled audio.
I've also fixed a small issue with the character movement script so characters besides the Player can be moved during cutscenes.
The puzzle in this room was very light-weight, so it's technically already functional but I'm planning to extend it and make it a lot bigger, I think.
The other thing I've done is worked up this prisoner in their prison:
But I won't say much about them just yet ;)
In that room, I got to do some of my own sound effects and voice acting which turned out way better than I expected, and were really fun. I've also figured out a little script to play different bits of audio randomly throughout the scene, so it feels a little more alive. I did the same for the yard!
Now that cutscenes are kinda super easy to use, I've been setting them up as I go so these rooms have slowly been drafting the early game story. I am still procrastinating from actually saving the game. One thing at a time!