Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Senior Thesis, Journal Entry 7, Disaster Punk

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. 

Support this post

Did you like this post? Tell us

Leave a comment

Log in with your itch.io account to leave a comment.