Hello, hello! It’s been a while. June ended up being an avalanche of errands and personal problems that neatly segued into each other, over and over. Good times! I think everything’s settled down now, but who knows.
Anyway, that gives us three weeks to catch up on:
fox flux: Finished and committed a bunch of half-implemented ideas in an attempt to get git clean for once (still more to go though); took a crack at porting sound effects from MilkyTracker and sfxr to Sunvox, which was much harder than expected; experimented with a nighttime palette; drew some new vastly improved swimming sprites from scratch.
Did some work on the camera, which has always been pretty lazy. (I’ve improved it a lot since that recording, so don’t judge it too harshly.) Started on a redone menu, which should be a great improvement over the demo’s menu which was just “resume” and “quit”. Redrew the base dialogue portraits, and they look fantastic, but apparently I never tweeted about that, but you can see it in the next link!
After spending all this time on miscellaneous mechanics and other bits and pieces, I decided it was finally time to get a basic gameplay loop going — enter a level, get some stuff, leave the level. The results are extremely rough, but I’ve made a start! It’s turning into a game! Which is weird because it was already a game once!
secret game engine thing: Not a lot, but I’ve cleared some design roadblocks that were seriously getting in the way.
alice’s day off: Wrote some stuff! It’s a miracle.
gamedev: I ran GAMES MADE QUICK??? III-2, and 28 fine folks managed to produce something game-like within a week! Please give some of them a try!
Currently attempting to get my ass back in gear, with moderate success.