May 26th to June 2nd 2022

We’ve been working on an assortment of things that range between normal content grind, fixes and general game loop. On my end it’s been mostly helping out with the boss fight, polishing and working the prototype levels, and most recently lots of prop making (I love this shit).

On the Newprogrammer front things are looking quite busy. After finishing the third iteration of the boss fight (the most likely to make the cut, since I like it a lot), I dumped a huge list on him about the next module: Intermissions.

Intermissions are exactly what it implies. A buffer between missions so players can explore, talk with characters and partake in a small assortment of activities. We aren’t going too ham with it since that would honestly kill us. Nonetheless, downtime is something I enjoy in games and thematically it makes sense.

The intermission includes a lil menu to close the game after finishing a chapter (or to continue if you want to keep gaming), space for cutscenes, title cards, and some mild exploration around the bigger open map in the game. In this hub you do the activities necessary to continue to the next mission, though you won’t be able to go back there once it begins. You’ll hardly miss things though, as none of the tasks are optional (for now).

This part of the game also rescues much of the groundwork we did for the previous game loop so it doesn’t go to waste.

Here’s a clip I made with some progress on the first 30 seconds of the game (chapter 1, map 1)

Things left to do: Fix colliders, add more fences, add a million cables, change and hide some of the chests, make the floor less dark, a lighting pass.

I really missed proper environment work!