Latest news

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]

Asylum - Generator Pipework

Asylum Dev Diary 78

May 31, 2019

Following 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]

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 73

April 7, 2019

I’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]

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]

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