Asylum Dev Diary 99
Starting the year off with a couple of easy changes.
The first puzzle that the player comes across is a keypad door. Initially I simply had the code on the floor (scratched) near the door as a sort of ‘this is the sort of thing you’re going to need to do’ start to the game. However, I think it would be useful to get the player to start exploring the environment straight away, and so I’ve broken the code into 3 pieces and hidden them in the first area. This also helps the player locate one of the additional trinkets.
Next up was something I was working on at the end of last year – the dialogue images. These display a thumbnail of who or what you’re talking to and helps make things feel a little more realistic. The first of these is the unknown voice over the tannoy. I’ve been wanting to replace my tannoy sprite for quite some time so I could update both together.
I picked up a couple of 3d models from cgtrader.com to help with the sprites; an old style wall speaker and a security camera. After some 3d modelling tweaks and setting up some lighting and textures I had my dialogue image and my overhead game sprite; and I think they look much better.