Latest news
Asylum Dev Diary 82
June 23, 2019Continuing 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, 2019Continuing 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, 2019This 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]
Asylum Dev Diary 79 – Restoring the Lights
June 1, 2019It’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]
Asylum Dev Diary 78
May 31, 2019Following on from yesterdays update I’ve added in a lot of environmental additions today. The generator now makes a nice hum when it’s on and I’ve added a start up and shutdown sound as well. There’s also now an electrical sparking noise. And I’ve finally added in a second walk sound for when the player… [Read More]
Asylum Dev Diary 77
May 30, 2019The 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, 2019It’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, 2019For 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, 2019The 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 73
April 7, 2019I’ve been hard at work putting together a host of new sprite elements for Asylum over the last few weeks. As I previously mentioned I would avoid posting whilst adding nothing but sprites but I still want to check in every now and then with an update. Progress is still being made 🙂 So, over… [Read More]