[p]Hello, hope everyone's feeling appropriately festive. Here's what's been changed in the game this week (just uploaded a build):
=== MAKING THE UNDERGROUND TOWER NICER ===[/p][p]
Then I went and tried to revisit some areas I had been meaning to touch up. The initial house/basement seems to resist improvement, but I an idea for the crypt under the chapel that I think works quite well - it had been quite dark/featureless:
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You might think that, being underground, there isn't any point to windows - however that is underestimating how much lighting in the game is just fog. The underground is a giant cavity, and so cutting some unreachable windows looking into it works quite well I think:
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(here's what it looks like without fog/fancy lighting - you can see the underside of the world above
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=== MAKING THE HIDDEN VILLAGE NICER ===
There was another level that I'm quite happy with generally, the hidden village, but the bottom didn't feel very like a village :[/p][p][/p][p]
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The distribution of buildings is a bit random, and you never have the feeling of being in a village, surrounded by houses. So, I moved things around a bit and added another route up on a new building to the left, which makes everything feel a bit cosier/villagey:
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the random wooden pen in the middle may not convince, but I think it's better!
=== SAFETY ===
So I had to implement code for loading/saving files, because of an
unfortunately security hole in godot functionality for saving to text (the game allows sharing levels, but I don't want this to let you run arbitrary code on other people's computers lol). However, this immediately payed off because I can now easily compare different versions of files and see what the changes are:[/p][p][/p][p]
=== OTHER STUFF ===
Other changes in the past week:
- new bonfire graphics
- some new sfx
- lots of work preparing the demo version:
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- lots of other small world tweaks[/p][p]- working on the trailer! It's fun![/p]