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So first I’d like to apologize for not releasing any devlogs in the past week. I know I said I’d do my best to post something each week– but I said I’ll do my best to post weekly, not that I would post weekly… 🙂
Back to my game. So yes, actual work on Harvest Fall has begun and the art style has gone from pixel art to low-poly 3D and now back to pixel art– that’s how indecisive I am. Now, I think pixel art will just stay as the art style.
So today is Day 5 of starting development work on Harvest Fall and I think I’m doing pretty good. I mean, I’ve managed to create a window and actually render something on screen, which I was very proud of ‘cause I did not use a game engine, and instead used a library/framework which I’m not going to say due to my awful past experience with previous libraries such as raylib and frameworks such as SFML.
After managing to create a blue window and render the player sprite on it, I went into Piskel and drew up his house because that’s the place you’ll first spawn into when you boot up the game.
I don’t know why but for some reason it was blurry when I imported it into my project so I paid a visit to my long-time best friend, Adobe Illustrator, and redesigned it. The redesign is just programmer art and will have a more polished and detailed replacement in the final version of the game but for now, it’s gonna stick around.
I also designed the player and its spritesheet in Piskel but for another reason I also don’t know about, it wasn’t blurry when I imported it. But here it is:
If you look closely there’s a small mistake on frame 3, horizontal row 2, where a frame is repeated twice but just like the house, this spritesheet is also programmer art.
The name of the sprite is “drake” and I referred to it as that in the game code, but considering that there’s a planned character editor with 10 skins to choose from I started referring to him as “player”. So now the sprite as an image is called “drake” but is referred to as player in the game code.
I want to release the game in “beta” or “early access” when it becomes mostly ‘playable’. I’m planning on putting it in beta for a long time where people can get it for free or cheap and get the final version free and maybe get their names in the credits. The full and final game is planned to be CAD $6.49 but the beta version could be something like $2.99 if not free.
Anyway, that’s it for this devlog, I just wanted to release something because nothing has came out for such a long time to me. Bye and see you in the next one that hopefully won’t come out 2 weeks from now but earlier…
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