So, 4th and before last development diary. The base game is ‘complete’ so to speak. There is a beginning, a middle and an end. When you arrive at the door, you can press [E] to enter the Silent City, which really should have been the start of the game. But I would rather have had something that tutorialised the game’s mechanics, and then use this to build further on it.

So, all this to say we now have a functionning level with plenty of obstacles and other forms of platforming challenges. I don’t feel like this was really a vertical slice of anything in particular, but more so a prototype of what Silent City could be. Naturally there are further coding issues, such as using the journal icon to open the bloody journal rather than having to press [J], and then again the menu for the journal should be able to be used both with keyboard inputs and mouse, however it’s a bit too late for that.
A friend of mine gave me access to a video of his playthrough which provided some crucial feedback, as well as additionnal hints on how to better my jump, which I’ll be adding once submissions is done. The first step is to provide a functionnal game that ATTEMPTS at my original goal:
I’ve fixed the issue with the dots staying in place once one has shot all their arrows, as well as tweaked some of the camera motions to be less harsh and more upwards oriented. AKA: you can now see more content rather than a pitch black void below you taking up half the screen. I have also audio and music by Kevin MacLeod for ambience, as well as generic ambient music.
So, on to what needs to be done:
* Add better jumping;
* Make some smaller improvements, like the HUD button.
Here are some further images on the various improvements done to the Silent City:
Journal & fond implementation Oh no, I died Hey look, its the end of the level First end screen Official end screen for submission 1 problem solved, 10 more pop up…