So first thing’s the running title’s “Disaster Punk” - I really like Cyberpunk2077, and disaster is a word I can think of to describe a world after a prolonged nuclear event. I decided a combination of flashing ‘lights’ — anything from tiny blinking pixels to actual lights or other ‘object’ that say click here is probably the way to ‘travel’ through the game. I don’t really know why, that’ll be something to figure out maybe?
I’ve incorporated two previous cards, what will end up being an information card, detailing Vault 08’s history via a pleasant picture and a scrolling informational box, and the interior of the ranger station. Making environments in Decker is easy and hard depending on how you look at it. Using a new tool is always hard but Decker, with few exceptions, is intuitive. For example you can copy a card from one project and paste it into another, that’s how I was able to import older cards. But the problem is I just think Decker’s boring and creatively draining. Then I’ll just keep making something and editing it, and although I’ve been warned not too, I can’t really help wanting the game to look the way I want it too. Making environments in programs in general have this shortfall, but I lack motivation when using Decker. Retro stuff can be endearing but it’s dated, and not ideal for the younger crowd. Even so, I committed to it, and so I’m going to turn in something. Perhaps when I’m in the more detailed parts of the project and really fine tuning things I’ll get a little more interested.
So that’s what’s going on, the environments at their simplest are being put together. Next week will probably involve Lia/lil scripting.
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