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(1 edit)

← Day 6 + 7

Day 8 + 9 + 10:

My devlog updates are getting less and less frequent, huh? I'm really starting to feel the crunch kicking in, so I've just been focusing on making the game instead of spending time on these updates - my terrible sleep schedule which makes me feel tired constantly doesn't help either. So there might be a couple days between this and the next devlog updates, too.

So have I actually gotten some stuff done since last time or what? I certainly have!

First is combat. Enemies can now hurt you, and you can hurt enemies. 

New attack animations (right), compared to LoX1 (left)
SO MUCH JUICIER!
Watch out, bush boys, she has a sword now!

After having done the left and right attack animations, I was asked by a friend to show my animation process, so I timelapsed the creation of the up and down attacks. May or may not be interesting Β―\_(ツ)_/Β―

Notice in the gameplay above that the "dynamic" shadows are always green, even over dirt paths? That's not very dynamic at all! So I added the ability to have differently coloured shadows depending on the ground tiles. This was a nightmare, but it's worth it I guess. Also added sand, as well as water animated water (still w.i.p.)

I also added cuttable long grass, which was also present in LoX1 and every Zelda-like game ever. I tried making it a bit more dynamic this time, (mostly because I couldn't pixel a nice looking sprite >.<)

Differently coloured shadows! :DDon't mind me, just cutting some grass~~OH NO NOT AGAIN

At this point there's enough bits and bobs in the game that I wanted to start designing the world. Since the player will be visiting some old areas, and some new areas, I thought I'd start by remaking the starting area of LoX1 to get a feel for GMS2's level design workflow (spoilers: SO MUCH BETTER THAN GMS1 HOLY HECK, gms2 room editor = ❀️❀️❀️)

See you in a day or two, and good luck with your own games in the meantime!

It's time for another devlog :D