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Asylum Dev Diary 89

September 15, 2019

After the last two weeks of real life distractions I’m back on Asylum development. I’ve realised that the final basement part will require a feature that GameMaker Studio 2 doesn’t have at the moment, however it should be dropping in the last quarter of this year, which means there shouldn’t be a long wait now.… [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]

Found the generator

Asylum Dev Diary 77

May 30, 2019

The last 2 days I’ve been continuing the work on the main basement quest line. This is now complete. As previously mentioned it involved quite a few different stages that the player needs to complete in order to potentially restore lighting to the building. One of the ‘issues’ with GMS2 is that instance numbers can… [Read More]

Asylum Dev Diary 76

May 27, 2019

It’s been a while, I know. The part of the game I’m currently working on involves a lot of very complicated sequences. The player has to do about 5 different things in a relatively set order and for each of those elements I have to save the state in case the player fails, quits or… [Read More]

Asylum Dev Diary 75

May 6, 2019

For the last couple of weeks I’ve been putting in to place the start of what is quite a complex series of events. There is a section of the game where the environment is flooding. This is triggered invisibly by the player (to ensure the character is in the right place at the right time).… [Read More]

Asylum Dev Diary 74

April 22, 2019

The Easter weekend has allowed me to spend a little extra time developing Asylum, and I’ve made some big progress. The Game Over screen is now in and set up for the 2 possible deaths at the moment. I needed to set this up because I had reached a point in the basement development that… [Read More]

Asylum Dev Diary 72

March 24, 2019

The first confrontation with the police is supposed to result in the player escaping into the basement. Because of this the police need to be persuaded to stop their pursuit. So, I revised the sequence so that once the player is down in the basement other things take place to remove the heat from Jack… [Read More]

Asylum Dev Diary 67

January 27, 2019

Progress at last. After 2 weeks of trying to work out the cause of a bug that results in a black screen when the player returns from the Flashback sequence I have final found the cause and corrected it. After a lot of debugging I discovered that the Bloom Shader that is used to give… [Read More]

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