liEat was so cute! it’s still cute but I’ve been watching a play through of witch’s heart (expect art from that ! :D) and I’ve been reminded of liEat for whatever reason lol
can you guys believe people ship these two??? 👀
seen from Algeria
seen from United States
seen from China

seen from United States
seen from Nepal

seen from United States
seen from Netherlands
seen from China
seen from United Kingdom

seen from Türkiye
seen from China
seen from China

seen from Italy
seen from Canada
seen from China

seen from Australia
seen from Indonesia
seen from United States

seen from Malaysia
seen from Ukraine
liEat was so cute! it’s still cute but I’ve been watching a play through of witch’s heart (expect art from that ! :D) and I’ve been reminded of liEat for whatever reason lol
can you guys believe people ship these two??? 👀
Transferring Systems across to a new Project: Working Title "Sprite"
After my rumenations last week I set to work in preproduction for a slightly smaller project that still uses a lot of the systems I've been working on.
In this new project, the player takes the role of a houseplant. That's right - we play as the come-to-life plant familiar of an alchemist who has settled in a big empty house on her own. Not only will the adorable tree sprite help with brewing potions and collecting ingredients, they'll also take on much of the housework. For this, their innate elemental magic comes in useful. They can blow wind at cobwebs and dust bunnies, and soak up water to go water the plants in the herb garden and even douse the occasional chemical fire the Mistress of the house might have the misfortune of causing.
The benefit of this project is that most of the core game-loop happens in and around the house, so there is a finite number of rooms I have to create and illustrate. The story is also a lot more fun, cute and simple, and so I don't have to overthink the plot at every corner - it's just not required for the enjoyment of the game.
So here's what I've done on this project so far:
created a simple walk and idle animation for the player (at least for left and right)
implemented move, run and the interaction range check
made it possible for the player to blow a gust of wind in WASD directions
created dustable objects that the player can clean with the wind blast
set up fading walls inside the house - these objects fade when the player walks out of the room. The lights in the rooms are linked to these walls so when they fade, so does the light, which creates the cool effect that the room is still visible but sits in darkness now.
set up a parent planter object into which the player can plant seeds, and set up the basic code for those plants to grow and become harvestable
updated the inventory in this pixel art style, and implemented a few items I know will come up in the game
Containers and a revised trade system shouldn't take long, and same for the dialogue system - everything just needs new graphics, so for the most part it's artwork slowing down the progress.
Here are a few early screenshots.
Part 6 is up. I felt like crap yesterday and still today so I'll post another episode next week. Link in bio. #aria #ariasstory #ariasstorygame #rpg #pixelrpg #horror #horrorgame #funny #facecam #youtube #youtuber #gaming #game #gamer #redhead #redhair https://www.instagram.com/p/BuO9GWjHz9z/?utm_source=ig_tumblr_share&igshid=5wjoipvmtlmu