Decision on the engine and the art direction
After another small meltdown (why does gamedev makes me meltdown sometimes?), I got my shit together and made some decisions, like RuPaul. I decided to use Construct2 after all. I had a headstart with it, since I created this project a while ago and played a little with it, so I had more content already on C2.
G5 was lacking some math conversion functions on fields that were treated as text-only. That was a big no for me. Even though I was working with strings, I needed some math functions to be able to extract content from a string, and finally concatenate everything together. Since there was no access to math functions in text-based content inside G5, I decided to leave it behind for now.
Another decision was about the art direction, which ends up affecting gameplay. I was going back and forth between having a top-down 2.5D view, like Zelda A Link to the Past and Punch Club and having a 2D side view, like Mario and Cart Life. At some point I had to decide, and I went with a 2D side view, which made more sense to me right now. And with the art direction defined, I was able to create a scene for the game, the kitchen. Of course it needs some more polishing, but polishing will come later.
My goal is to have a playable demo before having the game looking at its best, so let's move forward.
You can check the scene screenshot here:
Before having something playable, I have to design a few more scenes and implement a basic gameplay of cooking, selling and buying items. Wish me luck for the next few days, if all goes smoothly, I guess I'll have something to show everyone before April.
kid a
cooking your way out of depression
Status | Prototype |
Author | Thiago Hilger |
Genre | Simulation |
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