Production Devlog 04: To Gild The Lily


Welcome everyone! Today we'll be going over the changes made during our 4th week of production.

Programming!

New and exciting features have been added this week. 

Myrrha now fully supports controllers! You can now choose if you want to control our little heroine with a keyboard or with a gamepad. 

 As for actually getting into the game, a robust main menu was created, it's still in its infancy but promises to be a good foundation for the final version. 


Our snake enemy has been added as well, the serpent can now glide about the level but (for now) remains defanged, unable to attack our brave hero. 

He may not look like much yet but look at him go!


For the lily pads themselves, changes, both visual and coding, have been made; Rather than immediately floating back up, there is now a delay between weight leaving the lily pad and the lily pad floating back up again, adding a little more challenge to Myrrha's situation. 

But on the flipside, we've heard from some players that the game is fairly unforgiving. So we've decided to address that!

Myrrha has gotten more adept at navigating the swampy waters. Now when she falls in, instead of getting an instant game over, she will be able to bounce back up and have a chance to regain her footing. But watch out, since you can't keep recovering forever. You'll get a game over if you fall into the pond a third time.


Art!

Let's start with the aforementioned visual changes to the lily pads.  They now come into different sizes, with larger pads sinking slowly while smaller pads sinking rather quickly, Amidst the lily pads, there's also been some landscaping as the central rock is now split in two to prevent it from obscuring Myrrha while also creating a more asymmetric environment. 


As for the falling fruits threatening Myrrha, more block outs were created, a number of those selected and are now being improved upon. But that's not where diversifying the swamp ends, meshes are in production to be added to the environment surrounding the pond. 




Vegetation was textured with the procedural shaders. The flower moves according to global wind in the level. Isn't that nifty?

Audio!

We're happy to announce that audio has also entered production; soon we'll have ambient noise and music to make the swamp and the pond therein a much more lively and vibrant place.


That was it for this week's devlog! Thank you for joining us and we're eager to show you what we will do these coming weeks.

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