Refinement & Polish ๐ฎ
Hello! For the past few weeks I have been busy (well sorta...) polishing scripts and optimising TFR! Sadly there will be no Vlog in this post, however I will attempt to discuss everything Iโve done thus far and what I plan for future development!
To begin with I have been working on game-play mechanics such asย โSkull snappingโ, which essentially means the player is now able to snap quest items onto alters/shrines.ย
Going further into mechanics, I have added a sprinting animation, with appropriate footstep sounds and a sneaking system (heavily inspired by Skyrim... designs are not yet concrete), which allows the player to know if they are indeed being chased by a monster.
Furthermore, I have updated menus and their designs. They now appear to be less โbusyโ with more of a consistent colour scheme throughout. The message panel now bangs. Enough said about that.ย
Fixes include the player being unable to fall out the map in level 1. ๐
I hope to being adding and refining more up until the end of this month, when I plan to release said update (August 30th).ย
I do have a long road-map in mind and I will probably end up posting it here sometime. But essentially, I will be working on the monsters, the overall story and puzzles. In addition, I will be adding alot more props, books and altering the level layout for more confined spaces.
Alot of work ahead, but I do believe this has the potential to deliver a great 2-3 hour long story! Inspired by games like Amnesia and Outlast! Yes, perhaps too ambitious! Please feel free to drop any suggestions/bugs/ideas via DMs. Iโll be sure to give credit.
Iโll be posting another blog either before or shortly after the release of the update. Until then, take it easy and have a pleasant day! Cheers! ๐














