Given some unexpected real life emergencies, I probably won't have my weekly game release tomorrow. I lost a few days of dev time! I can have something bare-bones done tomorrow, but it'll probably take until mid-week - 10 days total - before a polished release of my next project.
I've got a simple interface done in #godotengine and the story beats handled in Articy:Draft - next is implementing the text in ink.
Now that HarleQuest! is funded, what comes next you might ask? In our first Devlog I go over our milestone-based roadmap for finishing the game and show our performance improvements since the 2.5 demo: https://www.youtube.com/watch?v=KNjdhwd1y-Q
#DevLog: Today's the last day of polish for this week's game, in which you are a ghost trying to scare children out of your haunted mansion before an evil teddy-bear murders them.
Came up with some #chiptune music that I like for the core game and intermission scenes, wrapped up the title, tweaked the floor tiles a little.
There's more I could do but the point is to spend exactly one week on each of these, so it's time to wrap it up. #gameDev#godotengine
I wouldn't say I'm "satisfied" with the pixel art, but I'm "out of time" given how slow I am when it comes to making things look good. Some of the furniture looks flat and the rooms are sparse, and I'd have liked to come up with alternate floor tiles that are more haunted-house-y, but there are so many hours in a week and I've had to deal with a few emergencies as it is.
#DevLog: Finished the maze game's core mechanics today, after troubling issues with Godot4's pathfinding and reminding myself how to make a finite state machine. Got the screens between levels done too. Tomorrow I can start working on content - replacing the placeholder levels, drawing a new tilemap, new sprites, and figuring out the audio. #gameDev#godotEngine#gameAWeek