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Claustrophobia: The Downward Struggle
Claustrophobia Development Log #5
January 31, 2014 - The Indie Forge
Hello to you all! I hope you’re well. Welcome to Development Log #5. Once again, I’ve managed to work on quite a few things this week, and I’m happy with the progress that we’re making so far. To put it simply: we’re on track, and that’s always a good place to be. This week I’ve been mainly working on three things. Firstly, the graphics for a lot of the game’s most basic objects; bookcases, crates, stairs, that sort of thing. Secondly, polishing interactive objects so that it is clear what they do and how they work. And finally, creating an object hierarchy that allows me to create brand new objects in the game world with relative ease.
But first, I’m sure many of you will be much more interested to see a little of what Claustrophobia v2 is actually looking like at the moment. I am not ready to release full screenshots, as the UI is currently still being designed (and nowhere near being actually programmed), but with the completion of much of the core spritework (and I do mean core, as you may notice from the distinct lack of enemies), I think I’m ready to share some micro-screenshots.
A number of things can be observed in these micro-screens, and a lot more cannot be shown due to lack of animation and full screenshots. I’ll leave that to the imagination for now. Of course, the units on display here are just using a quick texture thrown together out of current armour and body combinations. Enemies will soon have graphics of their own, and of course, the player’s armour will portray a representation of the gear (s)he is currently wearing. But it gives an idea of the new style I’m going with. I hope it’s to most people liking. If not, feel free to let me know what you would like to see different.
I think the micro-screens do a pretty good job of displaying my week’s work. To summarise everything else:
- Object spawning (items, enemies, etc) is now unique to each individual room. This makes unique room types such as throne rooms or lairs rather simple to implement, thus making exploration a lot more interesting.
- Added unit animation for attacking, walking, being hit, and dying.
- All interactive objects are outlined when hovering the cursor over them, in a colour which indicates the action you can perform. Yellow – interact, Red – attack.
- Added crates, bookcases, chests, and a couple of other core game objects.
- All objects now have a depth on screen that they are drawn. While this may seem trivial, it allows objects that are graphically larger than their cell to be displayed on top of those in the cells above them. The lack of this was why Claustrophobia v1 was so confined to 1 tile per object.
Thanks for reading! Until next week!