Dev Blog Witchmarsh: Daily Update #69

Discussion in 'Developer Updates' started by Flapdoddle, Jul 6, 2018.

  1. Flapdoddle

    Flapdoddle Witchmarsh Developer

    Greetings investigators,

    Another very busy week. I've been continuing my work on the project files, learning the ropes as I go.

    I'll have to get Joe set up with a forum account, but for now, we'll have to share this post. :)

    This week's progress:
    - Several new environments greyboxed in rough tiles, linked and populated with placeholder events.
    - (Joe) 1 environment polished.
    - (Joe) Implemented a new 'Overlaying' terrain system. Where the terrain can go in-front of the camera, then fade out when a player enters it. We're currently testing it on buildings and interior spaces.
    - Started adding more dialogue events and cutscenes to the current levels.
    - Lots of bugs squashed.
    - (Joe) Made a universal environmental colour overlay script, great for areas with implied fog/darkness.
    - (Joe) Remade a bunch of old tilesets and applied them to their respective maps.

    Today's progress:
    - Got to grips with the items, tooltips and GUI systems.
    - Modified the look and feel of the tooltips, changing them to be more in-line with the game's colour palette somewhat.
    - Linked a whole bunch of maps.
    - Fixed several maps which were suffering from tiling / collision errors.
    - Added many new items (13) to the item database.
    - Fixed a legacy branching dialogue event and updated it to the current format.
    - Lots of bug testing.

    Update: Here's the tooltips change, still in progress.

    [​IMG]
     

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