Thank you for joining me to the weekly LonelyBond blog, where each week I discuss with you about the struggles, achievements and behind the scenes of making the game come to life :)
This week I've got tired.
It's been hard crunching for a first chapter for more than a month, and pivoting the core of the game, and than crunching some more on 'fixing the narrative' for the game after the change.
And honest to god, I got stuck.
I feel like story writing is kind of like solving a big puzzle, where you invent the pieces. And since I can't seem to find the right pieces for the first chapter right now, I've decided to take a break from that and focus on some other less urgent things.
After all, If I don't push the game forward from the most important front, might as well push what I can right now, right?
So I've put my programming hat back on, and I've made a 'follow target' system. In the GIF at the top of the page you can see Jez following the player (also, don't worry, it's a horrible looking test scene).
It's not a complex system, but I really wanted to add small things to it like how if you are still close enough Jez won't follow you.
As much as I know right now, Jez should be the only character that follows you around in the game, and you'll be able to ask it all sort of questions to help you along the way.
I've also worked on a nice feature that I'm not sure if I'll use, but it's not completely ready yet - so it will have to wait until next week :P
And that does it for this week! It might not seem like a lot, but the feature I'm not showing you took me a little longer (and also, as I've said, I burned out a little bit - so I had to take some time for that as well :P)
So I'll see you next week!
PS: like always, you can sign up to the mailing list here!