DIMB - Dev Blog #1
Haven't done one of these in a while.
It is now the space year of 2016 and whilst I have not yet finished making DIMB (a small mobile puzzle game), I am still working on it. Progress has been slow due to me having other responsibilities that actually pay me, but that's not really enough of an excuse to justify the glacial pace of development.
So what has been done? 90% of the levels are functionally complete, with just art and animations to be added in. This is for the base game, and doesn't include any work for additional game modes. For example if I feel cute and fancy adding in timed challenges, that's not happening any time soon.
The first part of the end boss has been implemented. A good chunk of January had me racking my brains on how to have an end boss in a game with as limited a scope as DIMB. But, rack my brains I did, and I now have something which I'm 99% sure will suffice as a boss challenge.
Chris has prettied up the game with new art for dialogue boxes and a new style for the Skip button. Now people will no longer have to view my hideous two tone art when playing DIMB. New NPC art and animation has also been added which helps give additional character to the game.
The next key milestones are to get the boss challenges finished and to re-write and re-code the intro, as the current one is bollock-ugly.
I'm going to attempt to make weekly updates on this site from now on (I pay for the bloody thing so I might as well scream and shout about it), but if I don't, find it in your hearts to forgive me.
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