Horrified Hector DevLog #3


This week I started work on the second area of the game - Duke Scarum's Dungeon!

I knew I had to figure out more of a transition between the falling screen of the end of the demo I released last week and the discovery of this new place, especially because the colors were going to be swapped around. I spent many hours (mostly procrastinating) getting this animation/fade in running:

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I like it, but working with mostly black tiles is very limiting. I'll get used to it, I'm sure.

So, with the introduction of the crank in the last area, I knew I wanted to ramp up its usage here. In this first hub room of the dungeon, I don't clutter it up, but present a gear to be interacted with, as well as two blocked off exits:

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One of the blocked exits will require you to get four MacGuffins from around the dungeon to open, while the other, with a little experimentation on the gear, can be cleared by cranking.

These retractable/protractable spikes are shaping up to be the main feature of the dungeon at the moment:

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Other than that, I tidied up some code, and created some new sprites and items to be used in the dungeon area. My wife was visiting me on tour this week, so I wasn't as nose to the grindstone as I have been. Which was honestly so lovely.

So while this week wasn't as prolific as others, it was exciting and head-scratching, which are two good things.

Happy Weekend,
Alex
Seurat107

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