"Midnight Dreary" - dev log #4
- Boto Alien (Mayara)
- 20 de jun. de 2020
- 2 min de leitura
It took me a while, but here's another dev log with the progress I've made on Midnight Dreary so far!
So let's begin with the thing that made me take longer to post an update: I basically redesigned the areas of the game that I had already made. I initially intended for this game to be a top-down view, but as I was developing more of the platforming aspect of the level design, I realized a side-scroller view would be better.


Edgar's apartment then and now on RPG Maker
Not long after that, I decided I'm going to work again with Construct 2 for the final version of the game, and I've already started making stuff on it. With some placeholder assets I made on Construct's sprite feature (which explains their ugliness), I began making Edgar's apartment, implementing the physics of the character's movements, door events, and some of the final sprites I had already made (haven't implemented HUD elements, like the guitar and HP meters yet).
I also have not implemented the intro cutscene or any other characters yet, since I'll be focusing on level design first.
After the apartment, I started making the Omensvalley Backstreets level. In it, I also implemented a climbing mechanic that is still going to be heavily improved in the future. Edgar can jump, but his jump is meant to overcome gaps in the ground and things like that, while the climbing feature will allow him to climb boxes from one to two times his size.
There is a new asset I made for the final game: an arrow that will appear above doors and passages that the player can go through, once they collide with them. Here's how Construct's version of the game is looking so far:
And that's it for this week! I'm very excited with how the development is going, and I'm trying to keep the pace steady since now I also have YouTube and Mixer content to make. See you guys later!
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