Devlog #47: Sign Ghost


Short one this week- I got loads done and it's been one of the most productive weeks I've had in a while but it was mostly backend stuff like refactoring and general organisation after I realised how messy my project was getting.

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Improved Hammer

I added the hammer tool a while back but it was only two directions and didn't feel good to use. Now I've reworked it so it has 8 directions and is hold/aim/release. A side-effect of the rework is that it only targets a single object now, but I think that might work better so I left it that way (for now)

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Sign Ghost

The hedge maze area in the game is kind of like a start to act 2. The area opens up the explorable world and splits off into 5 different areas, so I figured the player might need some guidance here. That's where this new ghost comes in- They'll give you vague descriptions of the connected areas.

The gag is that they'll just tell you what they can see, but this will also allow me to tease future areas without spoiling or overexplaining them. Players can then decide which direction they want to go and also keep the other areas in the back of their mind as they go forward.
As with all NPC ghosts, you'll be able to battle the sign too if you antagonise them enough.

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I also made huge progress on the final area. It's maybe 50% mapped out and traversable in game, and  it's tempting to show it all off here but I'll just give a teaser instead:


I don't suspect I'll gt much done this week for external reasons, but I'd like to the finish the final touches of the hedge maze at the very least.

Thanks for reading

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