Asylum – Ascent from Madness

Asylum Dev Diary 88 – Kaboom

August 26, 2019

Last time during the bug fix session I discovered a glitch with the objective completion notification display that would mean that the process got stuck if the game attempted to use more than one notification at the same time. This was due to an issue with the queuing system I had in place. I was… [Read More]

Asylum Dev Diary 87 – Bug Fix Session

August 18, 2019

It always surprises me that you can be developing something, you go to test it, and for some very strange reason a entirely different function that has been working for months just throws up an error. This weekend I’ve been tackling a few of those issues as I start to implement the transition from the… [Read More]

Asylum Dev Diary 86

August 11, 2019

As I mentioned last time this week has been about focusing on getting some new sprites artworked for the second flashback sequence. This sequence takes place at the *removed spoilers*. And so a lot of new objects were required to fill out this new environment. Most of the sprites are now done and are in… [Read More]

Asylum Dev Diary 85

August 4, 2019

This weekend involved working out the communication with the first main NPC (non player character). The Janitor. When the player first meets the janitor he can talk with him and he will tell you what happened and what he needs. In this case 2 items will need to be found. And that’s where it get… [Read More]

Asylum Dev Diary 84 – Drawing Board

July 21, 2019

I’m taking a little breather in development so that I can work out what comes next and draw up the next environments ready for inclusion in the game. The basement area is the most complicated I’ve put together so far and I need to do one or two more things to complete it but they… [Read More]

Asylum Dev Diary 83

June 30, 2019

This weekend the temperature in the UK has hit a crazy 32 degrees (centigrade) and so working on Asylum was reduced to avoid overheating. What I have managed to do, however, is to finish off the pause menu for now. If the player presses ESC the options screen is shown by default, which contains the… [Read More]

Objectives screen with blurred background

Asylum Dev Diary 82

June 23, 2019

Continuing from last week I’ve been working on the UI elements. With the objectives display being moved from the game view to the objectives screen there was no longer a visual cue for when an objective had been completed. So, I’ve added in an additional notification so the player knows which task has been finished.… [Read More]

Asylum Dev Diary 81

June 16, 2019

Continuing for the initial development of the pause/objectives screen I’ve made quite a bit of progress. The pause screen (for objectives) now displays a clickable list of quests on the left in newest first order. Once a quest is clicked (screen defaults to newest) a more detailed description of the objective is displayed. This means… [Read More]

Asylum Dev Diary 80

June 9, 2019

This weekend saw a slightly shorter development cycle because I needed a bit of a rest from the previous full week of development. However, several improvements have been made. The water in the basement has been improved so that it isn’t so blue. It’s a more natural hue now. One development bug that has been… [Read More]

The basement with lights on!

Asylum Dev Diary 79 – Restoring the Lights

June 1, 2019

It’s all been leading to this. The generator has been fixed and restarted and the lights have come back on throughout the building! For this part I didn’t want to suddenly have the entire map visible as that will take away the exploration nature of the game. So, I hit on a compromise. The ambient… [Read More]

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