NOVEMBER DEVLOG - AFTER SPOOK UPDATE
People! Welcome back for yet another monthly update from us working on Project: Ripley! Fall have quickly passed us by and we are now slowly crawling into the comfy month full of christmas!
Like last devlog, this one will have a bunch of new exciting progress to share with you!
Remember that you can always sneak back to our older devlogs to refresh your memory.
If you for some reason happened to miss our October devlog about pre-art animations and item showcase, I strongly recommend you to click this link: https://imperialpeachstudios.tumblr.com/post/179617581914/october-devlog-a-spooky-update
Remember! This is a game in the middle of its making and stuff can change over time! What you see here (animations, programming, sound) are all work in progress.
Get some popcorn and enjoy what’s coming!
During the month of November we in the Art team have been working on the environment. We have chosen to use Unitys Tilemap-function to make the levels using tilesets which we are currently in the process of creating. Below us we have a few of the more or less completed tiles that we will be using to create the ground on our first level.
But we have also been working on our main character Kie and how she will look in the in-game perspective. The design for her is pretty much done already but we noticed that in her current form she is in too much of a side view perspective from what we want in the game.
In the moment she is still going through changes and is not ready to be shown yet. But, hopefully we will get her completed soon enough. In the meanwhile the Art team will continue our journey with the environment and will have more fun things to show you in the next coming devlog. Jenny and Kate out!
Hello everyone, this is Christos from programming, for November I put a lot of effort into visualizing the inventory and being able to use the items from the inventory so that you can pick up items, drop them, switch and actually be able to use all the items you pick up.
Here is a small introduction for our inventory system!
Pick Up & Drop
To pick up items you simply stand next to it and press the pick up button when the text pops up to pick it up. The item will be placed into the inventory bar that is currently empty. You can also place the item exactly where you want it in the inventory, by hovering over your mouse on one of the inventory bars and pressing the pick up button when you are next to the item. That will place the item you want to pick up into the inventory slot that you are hovering over. If an item already is in that inventory bar, the items will instead change places. The item you´re picking up will be placed into the inventory bar and the item that was in the inventory bar will be moved outside your inventory, out in front of your player. You can also drop items you have equipped by pressing the drop button.
If you want to drop something else that you don't have equipped you can hover over with your mouse at one of the inventory slots that has an item and press the drop button to drop that specific item. You can't drop items on top of each other, since each item requires a certain amount of space to be placed on the ground.
watch Pick up & Drop gif here
Equip/Switch Items
To equip your items from the inventory you simply hover over with your mouse on one of the inventory slots that contains an item and press “1” to place it into the first toolbar, or “2” for the second toolbar. The item you assigned to either toolbar 1 or 2, will be highlighted on your inventory bar to show you which item you have equipped.
If you try to assign an item from the inventory bar to an already existing toolbar space you will instead swap the items, so the item from the inventory bar will move to the toolbar and the item from the toolbar will move to the inventory bar.
watch Equip/ Switch Iteams gif here
I am pretty happy with how the inventory turned out and I hope you also liked some of the features we added to the inventory. We wanted to make a inventory system that was easy to use and easy to understand, so that anybody could pick it up and be able to use it effectively. Other than that i will see you next time!
Hey folks, since the last devlog I have been mostly working on one new track and experimenting with the direction of the sound effects. Should they be more ‘realistic’? Should they be more 8-bit? Should there be no sound effects? Should there be a constant tinnitus sound going through the game to mimic my daily life? So many questions and I have only answered a few of them.
Everything is still in a quite early stage for the sound effects so I’m not going to show any of that today and instead leave you with two additional sneak peeks from the soundtrack, hope you enjoy them!
Song 1
Song 2
Bubye for now, Simon.
Thank you for reading this month’s devlog, hopefully we made you more hyped over the final product! Don’t forget to check in next month for a new devlog, which will be the last one for this year.. Sadly. 31/12!
o-|-<]: (guy on skateboard)













