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[007] December Update

Anodyne 2: Return to Dust
A downloadable game for Windows, macOS, and Linux

Hi all! It's Sean Han Tani again with the monthly update. Today's update is quite short since most of it is spoken for in a video, or easy to summarize. For the rest of December we're working on a portion of the game we can't really talk publicly about... sorry! Still, I'll share what I can.

First of all, to really get a sense of what we did, I'd watch the attached video - our first "Analgesic Direct". Please be sure to retweet it on Twitter here: https://twitter.com/sean_HTCH/status/1068186040161099776

If you've got any questions, post them in the comments here and I'll address them in a separate post!

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Okay, so what happened this past month?

Well, Kotaku and RockPaperShotgun wrote about Anodyne 2! Hooray!

https://kotaku.com/anodyne-2-is-looking-very-cool-and-very-weird-in-a-vid-183079... 

https://www.rockpapershotgun.com/2018/11/30/anodyne-2-warps-oddly-between-2d-and...


Other than that...

First 66% of the month:

  • Finished a few vital cutscenes you see throughout the game for doing important tasks. Sorry this is so vague.
  • Some music got made.
  • Created the stuff for that shrinking sequence: the minigame, the tunnel sequence, and the beaming-down animation once you reach 2D. As well as the various art, music and SFX for it. This was pretty time consuming but you do see it a number of times in the game, and we wanted to emphasize shrinking, so we spent a good amount of time on it.
  • Something related to the end of 2D areas. Secret.
  • We revealed Ridescale! https://twitter.com/sean_HTCH/status/1069275753353748482 This is a car form that you can use to travel longer distances while in 3D. You can turn into a car at any time. We thought this might be useful because of how tedious it is waiting for horses in other games.
  • Usability things: dialogue you've read can now be skipped, controller buttons now appear in the dialogue if you have a controller plugged in, the camera in 3D was improved a bit to prevent less awkward clipping and movement, though some issues persist.
  • Various visual polishes related to particle effects, or various smaller SFX.

Last 33%:

  • Sean went on vacation. I did a little writing and design but not much.
  • Marina worked on writing and planning for a big chunk of the game.

LINKS (Copied wholesale from last month.)

Download Anodyne 2: Return to Dust
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