Finished the game logic for Mission Skywire
This time I decided to use "temp" graphics and no animations and just work on the story and puzzles first. I think it's the right way to go about it.
I finished the "first mission" including the "arrival" sequence. It's pretty complex, to the point I had to create a "mission objectives" system because the "room by room" partitioning just didn't cut it. There are 37 flags and 12 different phases to the mission (above you can see two, one completed and one in progress).
Hopefully it's not too much - but I tried to simulate what such mission would be like and the various trouble that could occur. And the mission system in the think screen helps keep you oriented what you're trying to do.
In other words, puzzles aren't just there to put something (like making tea in the demo lol). I wonder if this will increase immersiveness.
Get Angelgaze
Angelgaze
90s EGA Point and Click adventure
Status | In development |
Author | retro.kiss.games@gmail.com |
Genre | Adventure |
Tags | 80s, 8-Bit, 90s, Femdom, Narrative, Pixel Art, Point & Click, Retro, Synthwave |
More posts
- Small bugfix, moved NTSC to Unity, drop osx/linux support16 days ago
- Sycamore lodgeJun 24, 2024
- Experiments with 3DJun 14, 2024
- Apparently works on Steam deckJun 12, 2024
- We're on SteamJun 07, 2024
- Shaders on linux fixedJun 05, 2024
- New Linux buildJun 04, 2024
- Help get the word outMay 29, 2024
- Not a major spoilerMay 27, 2024
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