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All the UI sprites are in that picture. Here is the PC version :
https://mega.nz/file/G0wGVZLI#f_ltvuEH-hLXYsOt3veFu7x3FfLRhu7XdDcen-4bclM
Making the engine takes time but it becomes good. Since we start from scratch, 20% of my month was finding bugs and report it to the team:
"Why does this word appear in bold instead of italic?"
"The eyebrows of that character should not move out of his face!"
"Who said the pictograms should become bigger when the mouse roll over the buttons?"

WHAT'S NEW
-The 3 last characters (not animated). They all are in the game.
-The UI is implemented. Buttons light up as they should. The display of Menus, dialogues and the inventory is in line with what has been designed here.
-The HP gauge tracks the amount of HP.
-Notifications work (red light when a new location is discovered or an item is added).
-Showing an item to an NPC results in a specific reaction to each NPC.

NOTHING NEW WITH THE SCENARIO. It's the same as october except it uses the item system like in Behind The Dune: show the right item to the right person to succeed.

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Comments

Anonymous

Love your work David keep it up.

Anonymous

HP... lovecraft gauge? Just kidding. But maybe it should be a madness gauge. Kind of the opposite of HP. Damage increases the gauge as you lose your sanity. If you hit maximum madness you go insane and get a game over. Maybe a good idea? Used in lots of Lovecraft mythology games.