NokiMo
drjavi
drjavi

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Devlog: doors, flags and automated backups

This week has been quite tough, so I haven't had much time, energy or mental stability to get much programming done. Some weeks are good, some are bad, we have to take them as they come. But still, here's a summary of what I could get done.

Doors

A lot of people seemed to like the way doors look in the latest game preview, so here's how they work:

Oct 2

I designed a couple more level flags. So far we have Cornamenta, Allegro, Megaleia and Kobold Town. I can't quite figure out how to make the flag of Mewmlinville yet, I want it to look obnoxiously colorful, yet medieval enough.

Flags of Cornamenta, Megaleia, Allegro and Kobold Town

Oct 3

I coded the checkpoints system. Now whenever the player dies, the screen distorts and fades to black, the character is quietly teleported back to the latest safe location, and her health is restored.

Also, because I'm a huge nerd, I spent all afternoon programming a little Python script that automatically creates daily encrypted back-ups of the whole project.

Oct 5

I started modeling the non-euclidean grove of level 2, Vecino forest. Same as the Murani tunnels in level 1, it isn't a priority, but puzzles are just so much fun to program. The grove will require a lot of seamless teleporting around, so textures have to be carefully planned ahead. Magic doesn't work if the audience can see the trick.


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