Day Three - Game Database, Build Pipeline and more Setup


As the week started, I had to return to my dayjob, which slowed down progress significantly. I added a simple key value database to the game to keep track of states within the game and implemented the reception of the gate key at the beginning of the game with this. So, some initial gameplay is available - hurray!

Next, I prepared my simple build system for the project. This small tool increments a build counter with each build automatically and compresses the result into a zip file. Nothing fancy, but extremly helpful for fast updates short before the submission. I plan to add an automated inno setup build as well, but that will have to wait beyond the submission. Sadly I had to do some changes, as the burst compiler leaves an artefact file in the build directory, which had to be masked out.

The minimal set of dungeons has been created - yet with zero content - and the mansion location is done as well. I plan to create initial areas of these dungeons now, including the swamp area with the airboat. To do this, I need to extend the character controller a bit, but I hope, a boat dungeon will become a nice twist to the formula.

What is completely missing yet is some kind of battle or conftontation system. This will have to wait until wednesday, I guess, as I won't have much time tomorrow. It gets more and more likely, that this will be a realtime system, which will be driven by a meta skill book, which learns the player, how to approach the different ghosts and monster. Most likely there will only be two or three, but maybe I can extend the game later a bit and maybe even make a commercial version of this.

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