Coding Week #10(?) // Coding on a Break
Zzzzzzzzz...
fi...five more minutes...
...O-oh, heyo. It's Spring Break, a time we all get to relax(or at least, I wish I mostly did, but me being me I lazied out and completely procrastinated the first few days of break, so now I have to do a lot of stuff over the weekend before we go back lol)!
I've went ahead and finally did some work for this, so time to show it off in this devlog...
First...cool art!
Not any work of mine, but now that's it's integrated into the game just wanna mention that Rhina's art is cool and oddly perfect for what I was thinking of somehow...
(not gonna show the actual images, she can do that, just "proof they're in the game ig")
Now, Examine mechanic!
This wasn't really a mechanic I could describe just through words, I really had to code it to demonstrate it and what I meant. Check this video out:
Finished? Alright, now for the vision...
The Examine mechanic is basically a spin I made on it based on what we originally wanted it to do back when this game was a visual novel. Originally, you would click the option, and you would get an item or unlock a new path to go to based on the area. Now, with this version of the mechanic, it's just a bit more hands-on, while making good use of the visual novel style backgrounds we were probably already making as to not make any time, ideas or resources wasted. Now, it opens basically a view resembling the area you're in(not exactly, that would be too much art and stuff for accuracy that doesn't matter // basically if you're in a forest the background will be one of the forest backgrounds and so on, it's not based on how accurate it is to the area or smth, it can just be any as long as it matches the place) and while it will often be empty, certain places can have items in their examination view that you have to click to collect! Due to that chance of having items, it's always worth it to examine every step you walk!
(I'm planning this, but isn't a guaranteed thing to get implemented into the game, but examining may additionally reveal hidden paths)
Now that it's finished, that leaves me with making the map and a few other small things like game overs/getting bad ends, inventory, etc. and then my job is...basically done, ez game from there!
uhhhmm
I don't know how to end this, so here's a picture of pure chaos on my screen at the end of one of my best runs (windowkill)
ok bye bye
(oh yeah and ofc, github was updated)
Get Why Though?
Why Though?
Status | In development |
Authors | Madd Mavv, AnotherProgram, Rhina Lizardo |
Genre | Visual Novel |
Tags | 2D, Comedy, Fairy Tale, Female Protagonist, Meaningful Choices, Multiple Endings, Unity |
More posts
- Post-production: Narrative polishMay 22, 2024
- Designing digital prototypeMay 22, 2024
- Coding Week #11: Near-end ExperienceMay 12, 2024
- Why Though's Title ScreenMay 09, 2024
- The Big Bad WolfMay 09, 2024
- Forest Path (Environmental Art)May 08, 2024
- Big Bad Wolf (Outline)May 08, 2024
- The Big Bad Wolf(Character sketch)May 08, 2024
- Forest 2 (Environmental Art)May 08, 2024
- The Forest (Environmental Art)May 08, 2024
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