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Project 2D: Updates

(Hey. I've decided to re-upload this post since I realized it didn't make sense for me to upload this with a game page that doesn't really have any content yet. I apologize for any inconvenience.)

Hello again.

I hope you're doing fine today.

I know it's been a (very) long while since I first posted about this new game project that I'm working on, and I sincerely apologize for that. I've been very busy with other more important things that I couldn't make ample time for Project 2D. But when I do have time, I always try my best to make good progress on it.

So, here are some updates from the game since the initial announcement post.

  • There's a working input system that's easy for me to use. 
    • Courtesy of Sasquatch B Studios, this system makes it so that I can reference it anywhere I want.
    • And the best part of that is, I don't have to make a class instance of it.
  • There's a working dialogue system. 
    • Courtesy of Semag Games, this system is simple enough to create branching dialogue without the use of nodes.
    • I was able to customize the system to fit with different types of interactions, including objects, collectibles, and events.
  • The game has been reworked into a 2D side-scroller.
    • In my previous post, I mentioned that the game was going to be a 2D top-down. After around months of working in that environment, I realized that it was way too time-consuming and ambitious for me to continue in this direction.
    • So I created a brand-new project and redrew (almost) all the assets to fit within a 2D side-scroller environment.
    • Honestly, I'm thankful that I've redone it this way. Because it made development much easier.

That's all the updates that I have for now. 

Now, you may have noticed that the project is now called Project 2D: Bite Size. This is because my initial goal for this game to make at least a playable demo version of it. That's the meaning of Bite Size. It's not meant to be the full game, just a small part of it.

I've already planned out how long in the story the demo version should go, which means all I have to do now is make the game flow to that specific point. I'm still thinking of what kinds of puzzles I can implement, since this game will not have platforming.

And since it's been so long, here's another screenshot of what the game looks like the last time I worked on it:

(If the image isn't loading for you, it's probably a network error or an internal one.)

Like I said, I'm still a long way from completing this game, let alone a demo of it. But I'm thankful that I'm able to make time for it at all.

I'm not sure when I'll be able to post another update about this, since I really am busy with many other important things. But I hope that it won't be way too long anymore.

Thank you again for having the time to read this update post on my new game project. I really appreciate it.

Stay humble and safe, and God bless.

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