Werewolf with opposable thumbs
Today was a work day, which meant much reduced pyweek productivity. Hodgestar spent the day sick in bed, so we're all hoping he recovers swiftly and gets back to game writing soon.Despite this, we've made some solid progress:
- Prettier pictures. The protagonist's werewolf form shown in the screenshot above is actually older than the human form from yesterday. The tiled floor has been excised from the exterior of the level as well.
- More things to do. There are pressure switches (which existed in a very primitive form yesterday), indicator lights, a bunch of behind-the-scenes plumbing to hook them up and crates to push around the place. These are some of the building blocks we'll be using later to make the game interesting.
- Our level serialisation format changed and tumbleweed wrote a kind-of-YAML parser for it. (This is the kind of crazy thing one does during pyweek. He looked happy, so I didn't want to stop him. The results are good, though.)
- The level editor does more stuff and is easier to use. drnlm is our resident toolsmith and has built this kind of thing for most of our games, so he knows what he's doing here.
We're not quite as far along as I'd hoped we'd be, but we already have a thing we can play around with and try out various ideas. Having that kind of rapid feedback really helps maintain momentum and enthusiasm.
I think we'll focus on tools and puzzle components a little more tomorrow before we start on level design and all that stuff. But right now I need to catch up on my sleep.
I think we'll focus on tools and puzzle components a little more tomorrow before we start on level design and all that stuff. But right now I need to catch up on my sleep.