Devlog 7: Continuing the Second Sprint


Hey everyone!

Time for another update on how things are coming along with Stay Still. We've gotten some more work done over the course of the week and will gladly share what we have so far with all of you. If you've read the previous dev log you'll likely have a decent idea already, since we've mostly been finalizing what we were working on in our last update.

Art

Last week we gave you a first look at the lighting, this week we're giving you another first look; because we decided to change it. We came to the conclusion that our lighting in the last build was too dark and as such made the whole thing more visible with cold lights, to retain that eerie feeling we wanted. Now you can get a good look at what the levels actually look like.

And speaking of the levels, we've almost finished decorating all of three of them. You already saw what one of our levels roughly looked like, but we've decorated it even further; adding those small details that really help to make it feel complete. Instead of just large pieces of furniture there are also pill bottles and trays scattered all over the place to make the levels feel more lived in; and just for good measure also just a few more large pieces of furniture, because you can never have enough.

We've also been hard at work on the characters: creating animations and textures to make sure the rest of the crew can take part soon as well and not just Fish Head.

And finally in the art department, we've been working on more sounds to make the game pleasing to all senses and not just the eyes; taste and smell will follow in future updates.

Programming

On the programming side, the work on the UI continues on, as we have been working to finish the player selection screen.

To add to that we have also gotten some work done on the power-ups and the way they work and are presented in the game.

And to top it all off, we have the very exciting addition of movable objects! Moving around the level is now no longer a matter of just speed but also a matter of orientation, as several of the objects in the level can now move when you bump into them, potentially giving your position away to other players. Maybe you'll clumsily get caught like this or maybe you'll use it to bait your opponents for an easy kill like a clever devil.


We have a bit more time left to work on the project to turn it into a rough diamond that we can clean up during the polishing phase. We hope you'll join us next time when we have another update for you!

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