Pixels and programming weren't the only driving force this week. I researched extensively, and have put together a beginning-middle-end for the Prologue that will make it feel less like a demo and more like a mini-game. Surviving each day will be rewarded with increasing exposition of true story; the 1902 journey South taken by Scott, Shackleton, and Wilson.
I worked hard on various programming scripts and had a laugh pretending I was good at pixel art. The sad thing is that pixel art is fun, a time suck, and I'm terrible at it. Not a good combination. I managed to make some snow look like a different kind of snow, and some rocks look like ice. Move over Kandinsky! There are at a minimum 10 kinds of snow to be walked on while in Antarctic, and I haven't even started on the ice yet. The Antarctic has so much color, much of it in the form of some kind of solar effect. I can't wait to translate that into the game, but it's going to be tough.
I've also added a new name to my game: Antarctic Simulator 1914. I couldn't help it. The game is developing into a simulator in so many ways and there's going to be so much historical detail that I thought it would be really fun to make the comparison to modern day simulators and just change the date slightly.
Also, please take a look at my research page, which is an ever growing bibliography of the books and articles that I use to make my game. Many of the books are free and available online.
People & Tiles:
- A slew of new face images, dialogue will look much better now that there is a wider range of emotions shown.
- New movement sprites for dogs. (The subject of dogs is it's own post that will come later)
- Other Dog sprites.
- New tile sprites.
- New Tilesets.
- New rocks!
- New crates!
- Map 01 and 02 are now broken up into several maps, each with their own unique quality. Moving from one map to the other breaks up gameplay and adds a greater sense of achievement.
- Tent maps 01 and 02, although many more to come that will be small iterations of the first two. I'm aiming for five really interesting Tent setups, and tent maps that evolve from those five.
- A log book. The player can access tasks and their objectives through this menu.
Skills & Abilities
- Each member of the team can use a tool in each hand (seems, logical) but their skill in that tool will determine their ability to get any benefit from it. This is in the very early stages.
- "Travel Gear" is it's own inventory slot; for example ski poles. Skis would be footwear.
- Added some skills.
Dialogue & Mission
- Much more dialogue, often based directly on diary entries from the respective person.
- More supplementary text added to the journals - again, using the real life diaries.
- A few early missions to give the player an understanding of the world and how to interact with it. More are needed.
Weather, Environmental Conditions, & Effects
- Added an effect for various levels of snowy weather. Visibility will shrink as conditions worsen.
Diseases, Illness, & Injuries
- Three major maladies have been added, including the various stages of danger they represent. The player may end up seeing "X's gums are bleeding," for something early and then see "X is coughing blood" later on because they did nothing to resolve the problem.