Devlog 7: Whose bright idea was this?


Me: *picks up flashlight off the ground* What the? Where did this come from?
*accidentally turns it on while looking at the bulb, gets blasted with 200,000 lumens* WHAT THE FUUUU.




Okay, so while I am waiting for my vision to return, let me give you a rundown of the changes of the last week. We are nearing the end of our first sprint, so this build will be a lot better than the last ones and will give a better overview of the game.

On the programming side:

  • The flashlight now has an actual light attached to it instead of a cone. The light will change shape and size depending on its current mode.
  • Pentagrams no longer move to a new location when the player inside runs out of sanity. Instead, the player gets shoved out, being launched in a random direction, and the pentagram remains. It will keep track of the remaining time. Only when the time expires will it move to a new location.

This week I was tasked with every artist's favorite: RIGGING! I was tasked with rigging the characters and skinning them. I fought with the skinning a bit but finally have a rig I can pose! I also added a flashlight with a controller for the lightbulb which will allow me to pop it out for the reload animation. The walk animations are started but are unlikely to be integrated this week.

Files

GoToHell_V0.2.3.zip 292 MB
60 days ago

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