Tag: art

An Update

Despite lack of blog updates, I am indeed still working on my little game thing. Only, until recently, I’ve mostly been writing the story, and writing about what I’m writing felt like excessive writing that would take away from my, er, writing time. Anyways, recently I picked up the art and programming string of development again, and I have enough to say for another post.

The Godot Escoria plug-in seems to have gotten an overhaul this past year. I’m happy for the devs, but unfortunately for me, the Escoria 3.2 api I was working with got deprecated into the void of githubs past. Most of the documentation got taken down and replaced with the new and improved version of Escoria. Again, great for new people, but it’s a bit of a shock to find a 404 page where docs were before. I had a dig through the Wayback Machine (thank the Internet gods for the Wayback Machine!) to find the docs I needed. The new version of Escoria does look more organized– I’m excited to try it when it’s more production ready.

Speaking of open source things, I’ve started using Krita for all things digital painting. Besides being free, it has this brilliant auto-paint feature (which reminds me of the coloring in TVPaint) that saves probably hours in coloring. Here’s a character art preview– this thoughtful dude is supposed to be sitting in a chair, not hovering in mid-air, but the chair part of this background is still in progress.

On the administrative side of this project, I promised myself I can buy a Nintendo Switch when I finish. So, now there’s incentive to finish in a timely manner, before a new console generation is released.

Puzzles ‘n’ Things

Been typing away at this game, learning how Godot and Escoria work as I go. So far it’s been fairly smooth sailing, and most bugs have been easy to sort out. Honestly the most difficult part of adventure game making so far has been puzzle design. I have a general idea of how the story is going to work out, but integrating puzzles that don’t feel shoe-horned in is challenging. Many puzzles start to take the form of a locked door, which feels very obvious. I did find a couple of helpful links in my puzzle research:

So I’ll keep chugging along on this first draft of the game. In the meantime, here’s a background in progress: