It’s been a hectic couple of days in the Davies household. I’ve been swamped with work, and the baby has been a bit restless at night thanks to the heatwave. This all means that very little prototyping progress has been made.
One thing I have managed to do is animate the player sprite to match the direction it’s moving. Not much, I know, but a little win on the big list of things to learn.
Sleepless nights have led me to making some more notes and ideas for the game, refining some of the mechanics I’ve been thinking about for the last year. The past couple of nights I’ve started to map out:
- The workshop progressing system, for upgrading of machines, in a local era and through eras.
- I’ve also fleshed out the request system a bit further, thinking more about what npcs would ask the player to help them with.
- I’ve mapped out some more of the time travel mechanic (yes time travel!) and how that works with the gameplay loop.
- I’ve done alot of thinking the on the player day to day mechanics in the game aswell, things like day/night cycles, sleeping, general freedom for player choice in what each day can look like.
All this has been added to my repository which I’m using as a game development document. I really feel like my vision is starting to come into place with the mechanics and concepts I’ve planned. Now I just need to catch up with the prototype in.
I have a day off work tomorrow, and after taking my daughter to a playgroup and the zoo, I plan to sink a few hours into learning and developing prototype 002.
Until then,
Steve