Devlog #2 - First Lighthouse Floors


Hey guys,

Today I share some insights of where the player start the game.

So this is a tower-like dungeon, and is mostly based on the primal want to go up. It will be mostly linear, with some risk of falling bakward, a bit like baby's first step : you discover, you fail, you try again and you move forward to a new experience. On the lore side, the whole building is an underground lab of meta-botanic, but is partly invaded by plants. That's why some objects and doors are powered by bulbs given by the flowers.

It's been few months I have been working on the structure and the last weeks I worked on the Level Art. The visual render is quite rough with the textures and the low poly, but I am satisfied by this retro 3D flair. Even if there is room for maaaaany improvements.

I also struggle with the Art Direction, still not so sure of what I want, and I feel I need to focus mostly on the gameplay for now.

So as you can see in the video, I added an eary hummingbird, to accompagny the player. It will be difficult to give it an identity diffferent enough from the famous Navi fairy, so its behaviour is still under reflexion. For now, it mainly need some debug.

And finally, this week I will be working on the Level Art of the B5 and B4, some shader features (Decals and Opacity Camera Culling), an LD element needed for the final puzzle, and some debug on my Bulbs.

Seeya !

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