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Devlog
Submission to Finally Finish Something 2024
Amy's World
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Devlog
Not-quite-weekly drop #16: new inventory system!
June 14, 2024
by
scruffyowl
Hello friends, I was away from my desk for a few days, so missed out on delivering a build last week. But this one has a few good things to offer! I replaced the old "deck manager" UI with a sleek inv...
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Weekly drop #15: spirits of the past
May 28, 2024
by
scruffyowl
Hello there, this week introduces new entities to the map: what I call "spirits of the past" - immaterial creatures who have witnessed history over the centuries. So they can share some first hand exp...
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Weekly drop #14: the road(s) ahead
May 21, 2024
by
scruffyowl
Hi there! Following a small in-house playtest I am finding myself with a long list of homework. Even just watching someone else play the game you went through a billion times as the developer makes so...
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Weekly drop #13: UI cleanup, mostly
May 13, 2024
by
scruffyowl
Hi there, apart from a host of bug fixes, I mostly straightened out some of the UI this week. No pop-ups stacking up, and less intrusive, non-blocking notifications. Clearer indication in the card gam...
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Weekly drop #12: increments and "events"
May 06, 2024
by
scruffyowl
Lots of incremental improvements this week - better placement of map items (so important places aren't obstructed), getting the first quest fully playable, fixing bugs. I am currently working on the "...
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Weekly drop #11: It's all on the map!
April 29, 2024
by
scruffyowl
Hi there, the biggest news this week is - everything for Amy's first quest is on the map! A lot of stuff to iron out and beautify, obviously. But I'm happy with the variety of things to explore, and h...
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Weekly drop #10: story bits
April 22, 2024
by
scruffyowl
Hey everyone, new weekly update! I'm continuing to work out quest / story structure and map details for the "abandoned village" area. Not much gameplay there yet, but you can walk around and learn a b...
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Weekly drop #9: some map refinements
April 15, 2024
by
scruffyowl
The messy middle of the project! Incremental updates this week: Added a few more derelict buildings and machines Improved distribution of sprites on the map (better spacing to avoid alpha depth sortin...
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Weekly drop #8: some more visuals
April 09, 2024
by
scruffyowl
Have been experimenting with more visual map elements for this week - mostly visible in the "experimental abandoned city" map. Lots of changes under the hood, too, but that's for another update :)...
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Weekly drop #7: updated card mechanics
April 01, 2024
by
scruffyowl
This week features streamlined card game mechanics, which I feel serve the narrative purpose better: You can wield one tool - the "deck manager" has been recoined "toolbox". In addition, one "skill" c...
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Weekly drop #6: revised map view
March 25, 2024
by
scruffyowl
I've spent some time rethinking the main map view - and decided to move away from the "symbolic paper map" to an actual world Amy is moving in. This now also is an actual 3D view instead of 2D isometr...
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Weekly drop #5: generated quest complete
March 18, 2024
by
scruffyowl
The little story I introduced last week on the generated map (the "Abandoned City" on the world map), is now playable including a series of card challenges, and a final puzzle at the end. This is pret...
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Weekly drop #4: inklings of procgen
March 11, 2024
by
scruffyowl
1
My main goal for this week was to get at least a fragment of the procedural story generation into the build. From the world map after the title screen, you can now select another area (the "abandoned...
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Weekly drop #3
March 04, 2024
by
scruffyowl
I'm still working mostly on the procedural narration system. So this build features mostly redesigned game over / win quest screens. And a few minor bug fixes...
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Weekly drop #3
February 26, 2024
by
scruffyowl
I am currently busy setting up the procedural narrative / quest / history generation system. Which is very exciting, but not something I can rip off in a few days. In the meantime, I improved some of...
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Weekly drop #2
February 19, 2024
by
scruffyowl
Improvements this week: Mouse navigation! No more keyboard required - this should also pave the way for touch controls. The game is resizable now, so you can play fullscreen in the browser. Straighten...
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First post-jam update!
February 12, 2024
by
scruffyowl
1
Now that the voting period of the jam is over, here's the first update - this is pretty much what I *thought* I could get done for the jam :) Most important changes: The tutorial functionality is in S...
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