SamuKata
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Weekly Roundup 225 - Game Over Variant and Trap Logic

Hi Everyone!

Got a few bits of progress to show off this week. Lets get into it!

1: What's New:

I've done a few things this week. At the start of the week I went into the photoshop file and made a few extra assets:

These assets are for the "Freed" animation when she gets free of the bondage. As well as a more intense version that'll be used for a Game-Over screen. As people have been requesting I Make a game-over version of this animation.

The game over adds in extra bondage and a mask to make her extra helpless.

I've also been working on the logic for the trap itself in the environment. Ultimately the idea is that you can trigger a floor-appearing gas trap that's hidden until activated. That gas trap will give you a few seconds to get outside of the influence of the gas, the camera zooming in and the light in the level dimming.

If you stay in the gas too long you'll be knocked out and appear in the encounter bound to a wall. To which you'll then need to escape.

2: What's Next:

Next week's focus is going to be on refining the capture logic and the sequence. I need to make art of the Bindmancer falling down and the screen fading out to the trap.

I also need to make the art for the trap itself in the dungeon as well as the gas.

Cheers!

Comments

The addition of a game-over variant for interactive trap encounters is an ingenious addition. Lookin' forward to seein' the ultimate outcome as well as how it'll look on future animations.

Von Friday


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