Few things to update you on this time around. This week on the demo, I added:
- Some searchable offices for the player to ransack.
- A whole new floor with what can barely be called a puzzle.
- Lots of character.
In all seriousness, the new demo is coming along a little slowly because I've been having fun with level design. It's be interesting to take a three path fork and cut it up different ways to make each path feel unique, add some distinct art to an area so players can orient themselves, make things arbitrarily longer.
I've also been trying to pull design inspiration from and old Tomb Raider game I have been playing in my spare time. Before, I was making very small rooms filled to the bring with loot and searchable things and all clustered together. It made sense to me based on how I would design the space if I were actually using it as an office (or evil lair), but I've noticed in Tomb Raider there are these long, winding paths and tunnels that lead to big, elaborate spaces with something like a single health pack.
It doesn't feel like a waste of time somehow as a player. After all, you get to explore and get an item at the end, but I would be incredibly aggravated to have a 20 ft hallway between my sink and where I keep the dish soap. I am trying to keep that in mind while I make the floors. Make everything bigger than it needs to be and don't forget to reward the player, even if it's a small thing like a useless health pack or a cool mosaic.
Also, I made a stupid, little fortune teller game that you can play for free on Itch.io. I call it Tarrot, pronounced like "Carrot." Give it a whirl and get your fortune told.
That's all for this week. Later.