

Up to this point the game has been a case of tracking down the cryptid in the world, taking a picture of them, and repeating this process. I also built out a level using a combination of these assets and blocked out shapes, but in a more sensible layout. I did a bit of experimenting with different styles and this low-poly with pixel art textures is what I landed on. Here’s a little sample of the ones I’ve made so far. I’ve been suffering with an unhelpful prototyping area for too long, it’s time to make some assets!

Half way through the minimum viable product and everything is starting to feel like it’s coming together! Environment There have also been a handful of bug fixes and small changes with how I am storing data about all this content. This information will be found in the handbook for future reference from this point onward. If you take a picture of a cryptid in an area, you learn that it likes to be in this area and is likely to spawn there again. The evidence will also tend to be concentrated around where they like to spawn. This will influence where they appear once you have taken enough pictures of evidence. This counter can be seen ticking up in the handbook and then if you hit the maximum, this is a piece of information which can be learned and will be displayed in the guide book.Įach cryptid also now has specific regions that they prefer to be in. This has been the main job this sprint as it had a ton of different elements to it! I’ll go into each a little bit here, and then include a video at the bottom.Įach cryptid has a certain number of times that they can flee before they leave the area permanently. Development Duration: 09/03/20 - 20/03/20īeen a wild two weeks huh! We’ve come to the end of what I had planned to be my minimum viable product, but because of all the disruption I definitely haven’t got the game quite to the point I wanted to.Įxcuses aside, what have I actually done? Learning Cryptid Information
