Hello everyone! Sorry it's been so long! I hope everyone had a good summer!
My summer has been pretty um... something... but I won't bore you with that kinda stuff too much! Instead I am going to bore you with screenshots! And progress! Progress and screenshots! Progresshots... Screengress... okay, it's not as much as I was hoping. I got caught in a loop of trying to get a lot done to show before posting again, but life and work made things pretty tough... so!
It's time to just unceremoniously plop my progress here and end that cycle today!
I revised and resprited the player's home so it's more vertical and contains more fishing room, interior space, as well as an adequately sized boat dock. The boat will probably get revised to look better too, right now it looks like a Dad Boat.
Also, finalized everyone's design, and vetted their outfits by spinning them around a lot, as you do.
Controls and the HUD are finalized and juuust about animated. I had to redo most of the HUD because I increased the resolution of the game 25%, so it's now 400x300 (if it's window'd, the window will display at 800x600, zoomed in 2x)
Working on casting animations still, but they're almost there. (since Dove can cast in All Directions with multiple levels of Power, there's 24 different loops total, ahahahaaaaugh)
Speaking of controls, is everyone okay with WASD style movement? I mean, arrow keys are what folks might be used to, but the [shift] key is used to dash, [space] to jump, [ctrl/alt] keys let you walk instead of run, and [Tab], [Q], [E], and [F] are used too. Combined with how you also use the mouse to do stuff, I don't think it's possible to use the keyboard arrow keys. (If you figure out a way though, the controls can be remapped in the options still) Gamepads with a right-side analog stick will work too, but I know for sure they'll need that analog stick based on how casting works.
I've gone through a metric tonne of Ocean iterations, but none of the procedurally generated oceans looked, um, good. Like, at all. So I've decided to just sprite it manually to avoid wasting any more time, aha... The one in the screenshot above will be what it prolly looks like, though I still need to animate all the different levels of intensity.
Dialog works! I believe I showed that already, but I'm still quite proud of it! The font I made looks so much better in the new resolution.
A lot of code stuff was done, mostly odds, ends, bug fixes, and refactoring to make things easier to use. I've reached 25,000 statements yesterday! Which is like bragging that a plane is very heavy, but all the same! Coding a game from scratch in C++ like this is a pretty awful task, and I can see why folks might use Game Maker or Unity instead. If given a chance to start over, I'd probably do the same! But I'm happy with what I have going finally! At least, so far, I think I squished all the nasty bugs, I say knocking on as much wood as I can find.
The physics system has been revised so it's harder to mess up. (Basically, characters and objects now snap to terrain, instead of just bouncing off it a tiny amount each frame) It's still not quite complete though, moving platforms and things like doors need to be rewritten.
What else... sorry if you've read this far! I get really verbose when I'm nervous!
I suppose I should talk about the future now! I'll probably still be slow for the next one or three months. The situation never got much better over the summer, and I'm going to be moving in a few days. Not sure where to but I'm hopeful for a building interior, if I'm lucky! So um, that's going to be a thing for a while! I'll still keep working on Sealark though, even if things are rough.
For updates... it's been a long, long time since I last updated here. I answer every message I receive, since they show up for me as emails, but I... heard I have some critiques waiting for me in the comment section. Which are warranted! It's okay! I shouldn't avoid them like I have, but I have really bad anxiety when it comes to stuff like that. I'll just have to deal! M-maybe they won't be as bad as I'm imagining!
I'm so sorry to keep testing your patience, but I promise I'm not taking this responsibility lightly. I'll see it done even if it's the very last thing I do! Um, I mean, hopefully it won't be the last thing I do, but you know what I mean!
I'll see you folks in a month, hopefully with more animations and a much better outlook!
The day will be Halloween. This is fate. This is destiny. This is, um, me instructing everyone I know to not let me see another sunrise if I haven't posted that day.
P-please have a good and terrifying October, and sorry for the long-winded update!