Devblog #4


These few weeks were mostly focused on programming and math. As a solo game developer, I've learned how important it is to work smart and not hard so I'm always searching for ways to optimize my workflow.

These are the improvements I made this time:

  • Added a better looking chandelier to the hall( still not finished, needs candles and more crystals).


  • The new main character is now in the game( but not textured yet).
  • Implemented the mechanic to open books( there's still no textures nor character animations).


  • Composed the main menu soundtrack for the game.
  • Added one item to the game relevant to the story.
  • Modelled a sofa bench.


  • Improved the corridor leading to the library.
  • Painting frames are finished( only need to find some public domain paintings).


  • Disabled movement when cutscenes play.
  • Worked further on the exit from the labyrinth.
  • Improved the labyrinth wall texture( now it looks more like blood flowing down).


  • Improved Vermis.
  • Improved Vermis' room.
  • Added text to the letter lying on the office's desk.
  • The new monster is finished and almost ready for animation.

  • Corrected some sounds and their volume.
  • Programmed a save system through checkpoints( still not complete).
  • Improved some "respawn" locations.
  • Added coins to chests.

  • When picking coins the quantity you have appears as a number above the coin's inventory icon.
  • Added god lights to the hall.
  • Programmed stairs appearing gradually in the tower, they make it easier to reach the third floor but will only appear if you do as Vermis says.

  • Improved the library.
  • Added a blue wallpaper to the library ( and it works well).
  • Blocked out the last zone.
  • There are 4 bookshelves and 4 symbol colors now, making this puzzle have a total of 256 combinations possible.

  • Unlike the previous version where you could guess the bookshelves combination easily now you need to wander the castle in search of clues, the gif below is just an example. 


  • Besides all these, I made an attempt at the game's logo.

The following weeks I'll be focusing on making the game playable from start to end. 

Get Pulcra Vermis

Comments

Log in with itch.io to leave a comment.

(+2)

it's impressive to see you tackling all aspects of the game's development: models, textures, music, programming. it must be daunting at times to have the whole game's weight on your shoulders. even in my two man team, the games i work on are laborious. but one upside to solo dev is complete creative control! it's great to see steady, continuous progress. it' slowly coming together piece by piece. looking forward to the release!

(+1)

Thank you, reading your comments each time is very encouraging. I'm a really moody person so choosing what to do next keeps me from losing motivation. I played one of your games recently (Broken Silence) and could see how much effort you and your team had put into it, compared to that I'm still a step behind. It is daunting, more so considering I have a deadline soon but I believe I'll manage, this month my goal is to make the game playable from start to finish so that the next one I can polish the art to the maximum. 

(+1)

you checked out broken silence? lol neat! hope you enjoyed it :)

(+1)

I did but I'm still working my way through it, good job!