INK STORY: Progress as of 11/14

I’ve been focusing on under-the-hood changes (such as interface appearances and little bugs in character dialogue), but I did add several *new* sprites that show up in the first gallery (apart from Hope):

cast_01.png

(Left to right: Ink, Mondie, Kono, Antony, Marge, Burgundy, Puddles, Hope, and “Serras”)

Some system changes have been made, including an enemy health bar to be displayed when fighting characters:

log_14.PNG

And fixed character portraits on the main menu – they are all transparent “faces,” instead of half of a sprite:

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Here are also several character sketches (some names are still in development)

 

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INK STORY: Progress as of 11/9/2016

Progression on Ink’s game has been wild. I got sick in the last few days, but managed to pull off a few bug fixes/graphic additions!

I added the second gallery’s parallax map/event tiling: log_06.PNG

Several artworks/artists have been represented.

Here’s Ink hiding behind Dubuffet’s “Tower of Lace.” Since it’s so huge, it gets its own sprite.

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This rendition of Calder’s Lobster Trap and Fish Tail mobile work actually wiggles in the game.

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There are two “mini-gallery” rooms in this level that feature works from Hirst and Rothko.

log_10.PNG log_11.PNG

Which also brings up an additional NEW CHARACTER: Hope, who is the mediator and resident of the gallery’s “chapel” room.

log_12.PNG $rothy_sp_d.png

!rothy_1-01.png filler.png

Thus far, we have… 4 characters. At this point, I will need to focus on implementing other planned characters.

In the meanwhile, I’ve started picking up on the third gallery space:

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