Dev Log 0.2


⍰ Making Reverie - Dev Log 0.2 ⍰

Recently I decided to implement a light mechanic, not unlike Amnesia: The Dark Decent's Lantern. But mine are matches instead.

It actually wasn't all that hard to do. It consists of four common events; the first to handle the input, which is when the player hits the 'A' key, it looks to see if the player has any matchsticks in their inventory and starts a timer...


The second (in tandem with a variable that tests the player's location on the map) loops the light visual effect onto the player's current position. If I didn't split up the visual effect and the input, the overlay would only snap to the player on the initial activation. Which looks like the player just drops the match on the floor as they walk away. XDXD

The third detects when the timer has run out...


And the last is all the... spooky stuff... that happens when the light is out for too long. I don't have an image for that because one; it won't really add anything since it's all visual and audible, and two; I don't want to spoil what actually happens.

Although it has been a month since my last update, this took me less than a week or so to create. Most of the unaccounted time boils down to me deciding how I want to frame the intro sequence. Since I'm decent at pixel art, I thought a short introductory animation might be a good decision, but it's a lot of effort-- I tried doing it for a while but it grew a little tedious. Otherwise I guess I can just do what every other RPG Maker game does and regular dialogue. But that's neither here nor there right now, I'm working on something a little more fun this month.

I'll see how progress comes next month, hopefully I don't get stuck in the same rut as this month.

Godspeed pilgrims.

- Zero

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