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Report RSS Trapped in the Sky - Weekly update 31st July

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Following the pointers from a fellow developer I added a visual aid for the sounds generated by the NPCs. The effect works pretty well and does tip the balance of the game more in the player's favour. It also helps fill out the black void that is most of the screen so it's a double wammy! So thanks!

Anyway here's a summary of the rest of this week's work:

Added the visual 'echo' to show the NPC's location as explained above. I have a feeling this will over-power the player later in the game so i may need to adjust how it works as the player gets stronger. Anyway a video will help and I'll post one tomorrow.

Added the alternative crafting mechanic. So far I've only added four working craft combinations. Clearly I'll be implementing more, but these four help me test out how it all works. I'm not going to reveal what I've added as the point is that these are little gems that you'll need to discover off you own back

Added blood pools to where already-dead bodies are. This does nothing except make it all look a bit nicer.

Adjusted the shadow shader again. This time altering the alpha threshold for sprites drawn to the screen. This was because the visual 'echo' was producing some horrible effects.

Adjusted the A.I. so that the guards target other inmates.

Adjusted how the movement is handled on the 360 controller, moving it from the d-pad to the left analogue stick. This is because I want to use the d-pad for crafting and hacking.


So I'm basically in the polishing phase for this beta now and I've already started drawing up my list for the next one The main feature to tackle is the Android platform version as this has boring technical problems to solve. But I'm sure it'll all be solved next week


Before I go, just the usual cheeky reminder that beta two is currently available for free via itch.io.

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