Devlogs
Devlog #5
Hey itch.io!
Another week working on the structural part of the game, and it's all quite made by this point. I finished the systems for achievements, notifications, and most of the time was dedicated to the protagonist's phone, that will serve as a hub for multiple functions.
I also modified the default like the save and load screen, now merged into one, set the phones keybinds and a lot other stuff "under the hood".
It says "Sunny" and it's raining, but yes, it's development...I'll probably focus on sprites along the next week.
Nov 10
- Started working on John's phone, with functions like objectives and messages.
- Now working for sending and receiving messages integrated with basic "quest" function, shwoing the ones complete, active and lost.
- Also opens messages with images and multiple images.
Nov 11
- Lots of work with the phone, integrating it with a basic "quest" feature that shows instructions on what to do next, and integration with the default phone (opening contacts, reading messages,etc). So damn tough, but seems quite good.
- Working a bit on rollback functions so it won't mess with phone and computer.
Nov 12
- Hours lost struggling to make the phone show and hide properly over a blurry background, not messing with the game rollback. Slow advance and when it worked, I dropped because rollback was making the game VERY slow trying to repeat the function. I hate rollback...
Nov 13
- Finished the smartphone integration.
- Setting all shortcuts and checking functions of the phone.
- New shader for a better screen effect.
- Reworking the default save and load screen to make it only one.
- Added support to the game mode "No Regrets" (rollback disabled mode). Don't worry, Normal mode is still there.
Nov 14
- Decided to redesign the save screen, making it more informative.
- Working on a "100% complete" game mode, hit a big massive wall on it. Gave up, made is simpler (100% of the current game, not global).
Nov 15: working on sprites.
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See you all next week!