Devlog #7 - Better late than never!
Whoops!
Apologies for the late post! I totally forgot to complete it on time (don't tell my boss/teammates... though I'm sure they'll find out anyway), but the next one won't be missed I assure.
Though, "whoops" is a fitting theme for this log. We've run into some merge conflicts that have messed up some of the game files (nothing that wasn't easy to fix though! Just a "whoops" moment haha.
Unwrapping
Zen, now pretty much done with his lot of game models (though we might end up with a few later, it happens hahaha) has been doing the diligent job of unwrapping them all. While you or he might not think that's a whole lot, you have yet to understand how many beautiful models Zen has made that he now has to unwrap. We should all cheer him on!.. Or pray for him? One of the two. This is a necessary evil to move up to texturing things.
Coding: Key + Door system and more!
Cora has made a working key and door system. Spoilers ahead! But essentially this will be how you get to the end of the demo, you'll find a key item, that'll open up a previously closed door and will end the level once walked through, or that's what we currently have at least! Still subject to change but it's what we've been planning for. We also have some text that pops up at the beginning of the game that tells you the current objective, which is to escape!
Some other small things are that the gun/shoot mechanic has been edited to work a bit better than previously, and some changes with the level have been made by both Lani and Cora.
Small Inventory things
Items now how better descriptions and item images! Some need some portraits need small changes done to look better, at least while in the inventory slot not the description image, but other than that- that part is done! Mostly... The healing items still need a portrait and to be properly implemented but yeah!
Use function is ready to coexist with other scripts, this will just need some combined fiddling with by Cora and Grace potentially as it'll require some look around from each others work.
More poster concepts?
While Grace is almost finished with their version of the game poster, Lani has come up with a few cool ones of their own!
Now I'm not Lani so I can't speak much about these, but these look really cool! They're based off of a few horror games, notably stuff like the first Resident Evil PlayStation game cover, Haunting Grounds and some other games! I'm sure you can guess hahaha.

Anyways!
That's pretty much all for this one, the only other thing I can really speak about is the testing of the game on our target machines that'll be used at 'Lets Break Games!' seeming to work all good on our end!
As always, I much appreciate you following our games development and I hope to see you again! Or I'll stand menacingly beside your bed while you sleep. :)
True Blue
Status | In development |
Author | Insanity Wagon |
Genre | Survival |
Tags | Horror, No AI, Singleplayer, Top-Down |
Languages | English |
More posts
- Devlog #6 Even more polish and getting ready for anotha' round of testin'9 days ago
- Devlog#5: Polishing and Preparation16 days ago
- Devlog #4: Combat Yippee!!24 days ago
- Devlog #3: New Week New Update31 days ago
- Devlog #2: Map Updates and New Enemies39 days ago
- An Introduction to 'True Blue' from Insanity Wagon46 days ago
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