This is not at all what the game really is, but its to let me have a way to test a dynamic camera that zooms to fit a series of boxes onto the screen, depending on how many there are, with the top one centered in the middle. So simple, but for some reason, still makes me happy.

Not particularly gorgeous, but the map proof of concept is coming along nicely.

Began work on a simple location-by-location unlocking map over the past week in spare time. Finally coming along with panning and location info on hover.

Only have a small handful of locations on the map right now. Locations reveal on the map when you first enter them. Gray tiles are unexplored. Still to come: grid lines, real unrevealed area gfx, quest markers.

New lighting system (first pic) from a few weeks ago. It's not much but its a huge improvement over the old one (second pic)

For a while I liked the old system because I thought it was more thematic with the rest of the game, but I really preferred the new one instantly.

Playing around with a new idea for a simpler and more clear levelup UI

Added a suble spawn-in effect for items, as well as rarity indicator particles to help people identify items of value on the ground.

This is Pippin. She followed us around a game store we stopped at in Vermont. She recently lost her best friend but then learned that she loved to get pets from people.

We loved Pippin very much.

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