May Contain Bears (To Spring: Dev Blog #6)

Hello you wonderfully resilient bastards. Hope you’re not going too stir crazy and that you’ve not yet resorted to cannibalism or worse still charades. To Spring’s undergone a bit of surgery since I last posted, including major changes to 2 of the things I mentioned in the last blog:

Goodbye Pre-Created Snowpiles

I never did solve that bug that made only 1 of the 10 snowpiles on the map work properly as a hiding place. I don’t know the problem and I no longer care, because now we hold a middle finger up to society and create snowpiles wherever we choose, like James Dean would do if he were a 2D arctic fox. Holding the Down or S key will now build up snow around the fox and hide her until she stands up or steps out of cover. You can also lie down behind snowpiles that you’ve already created to hide! I much prefer this way of hiding as it doesn’t rely on being close to a randomly generated hiding spot and offers a more organic solution. It also looks a bit better IMO.

Goodbye Spotlight

Goodness I’ve been quoting myself more than is probably healthy recently, haven’t I. Enable your manliest voice for this one:

So what did I do with this behemoth of code that I’d built up over days, maybe weeks of tinkering? I binned it.

“Fuck off, Spotlight.” I thought as my cursor hovered over the “Delete” option. I never liked it but for a short while I wanted to persist in making it work as it’d been such a pain in the arse to program and was the first time I’d ever messed with different surfaces in GMS2. My right index finger came hammering down on the left mouse button like an executioner’s axe, obliterating the shit feature from my game. It felt good. I’ve not yet decided how I’m going to achieve making the visuals more obscured while moving slowly or standing still, but it’s not like that.

Hello Menu & New Fonts

I’ve implemented a very very simple starting menu. As before, the protagonist starts lying on the floor to the left of the screen (Now covered in snow) and the menu appears in the middle, with a title and the option of New Game or Exit. I don’t think I’m going to have a save function as the game will be very short unless I decide to drastically lengthen it. The title and menu options are written in a brand new font:

And the tutorial messages now use the font:

Both of these are from http://www.1001fonts.com and are free for commercial use, unlike the previous tutorial font I had installed.

Oh yeah, also I made a bear

Now that the important stuff like menu font is out of the way, there’s just time to mention that I made a fucking bear. Finally. All he can do at the minute is spawn after the player has collected a certain amount of food and then walk slowly to the right of the map. I have also implemented the logic that means it is aware of the player when you are close by and not hidden, but as it stands this does nothing to change its behaviour. Also the walk animation is janky, but as I’ve mentioned before, I find walk and run animations reeeeally difficult so that’s a work in progress.

I think that’s all the new info I have for you today, so please enjoy this short demo and have an excellent weekend. Ciao bella, ciao bella, ciao ciao ciao.

Wash your hands you animal.

Cheers,

Dave

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