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The Spoopies - Dev Diary 03

Its been an increadibly busy few weeks and up until yesterday it had been quite a while since I had last touched development, but by god I had a free day and I wanted to make the most of it and I think I did.



First of all a large take away I got from watching peoples Lets Plays of Shooty and the Catfish Episode 1 (though not in reviews stramgely) was that I needed more specific visuals for the different door types. Now we have Elevator doors, Small Key doors, Key Item doors and Boss Key doors, hopefully this makes progression options more clear for players. I will probably go back to Episode 1 and release a new patch where these changes are implemented as well.



In terms of dungeon design progress, well the first half of the first floor (this dungeon has 3 floors total with one of them also having an outdoor component) of Episode 2s single dungeon is now completed. I had hoped to get the full first floor done yesterday but with the much bigger emphasis on character dialogue within this dungeon it just wasnt possible. Yes, thats right, while Episode 1s dungeon had a bunch of random monsters, every encounter in Episode 2 is a character with a small story (or gag) to tell. There will be significantly less encounters than Episode 1 (and I have no plans to treat the dungeons in Episodes 3 - 5 this way) but I am hoping this will make each encounter more meaningful, time will tell if I am successfull in that respect or not.



And thats unfortunately it for this update. I am pretty flooded with freelance work at the moment so updates will probably be quite inconsistent for the next couple of months atleast, still, every updates another step forward!



Until next time, keep on developing!

Posts

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Cap_H
DIGITAL IDENTITY CRISIS
6625
Sound like a solid chunk of progress. What inspired you to give encounters stories?
author=Cap_H
Sound like a solid chunk of progress. What inspired you to give encounters stories?


The main reason is that I want each episode of the game to feel really unique from the others.

The dungeon design in this episode is deliberately a lot less intricate than the previous episode (meanwhile Episode 3s dungeon is super short with 90% of the episode planned to take place before the dungeon, Episode 4s dungeon is one large puzzle space, Episode 5 is one huge dungeon that combines the previous episodes dungeons design concepts). It takes place in an office building so outside of one floor its all very much a series of near identical rooms and very linear. I knew that would make exploration a little more boring so I wanted to focus on making the dungeon interesting in other ways, having each encounter use unique dialogue was one of my solutions to that issue.

Considering that this is also the only episode where the enemies arent so much monsters as they are intelligent characters (bringing the question of if Shooty and Zaat are actually good guys more into light) being treated as though they are an insect infestation I felt like if I didnt flesh this one out I would be missing my one chance to tell an actual story through a dungeon, in this series anyway.

Cant be all gags all the time, just most of the time.
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