Had to take a break to not burn out completely, but we're still working on this!
The ledge jumping is a bit hacky, but it works. In a more serious game, I'd probably spend a lot of time trying to figure out how to implement this more robustly
#indiegamedev #EscapeFromSunnytown #NaGaDeMon
Alright, first area done! Hopefully the other 11 main areas will get done tomorrow.
#indiegamedev #EscapeFromSunnytown #NaGaDeMon #Pokémon
Everything's set up now, so let's fucking goooooo
#indiegamedev #EscapeFromSunnytown #NaGaDeMon
The main components are lined up, so now it's time to put it all together.
Unsurprisingly, we missed NaGaDeMon, but we'll finish the game in the next couple of days.
#indiegamedev #EscapeFromSunnytown #Pokemon #NaGaDemon
Whole day for one screen, but at least it was a huge piece. From here on out, each piece shot be a lot less effort.
#EscapeFromSunnytown #NaGaDeMon #Indiegamedev #Pokemon
You only really realize how broken and sort of impressive the Gen 1 menus are when you try to make them yourself.
Stuff just goes wherever, but then the menu box sizes are dynamic to accomodate the moves and even move names that are wider than usual.
#EscapeFromSunnyTown #NaGaDeMon #Indiegamedev
A little more progress on #EscapeFromSunnytown
Setting up all the menus is going to be a bit of work, but we'll get there.
#NaGaDeMon
#Indiegamedev
Tiny steps of progress for #EscapeFromSunnytown, text rendering is working now and I know how to make it look more like Gen 1. Also, menus are starting to manifest.
#NaGaDeMon #indiegamedev
#EscapeFromSunnytown update: We have interactable objects now.
Small update only, but such is life. Tomorrow, the goal will be to get text rendering done.
#NaGaDeMon #indiegamedev
Going to call it for today for #EscapefromSunnytown
Nothing nice to show for yet, but the core progression part of the design doc is done, lots of ideas are floating around and I've gotten over "blank page syndrome" and set up the game.
Tomorrow I'll try making some blocks move.
#NaGaDeMon