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05062021

Today was the most productive day I’ve had in a while. Made steady progress from the moment I awoke (around 1000) till now (0430).

I added an analogue wristwatch to Avery’s toolkit, which accurately (well, for a portion of the game, at least) tells the in-game time. It’s fully functional now, and includes a custom night-time illuminated dial based on the Indiglo feature on Timex watches. Adding the watch also involved going through every single sprite of Avery in the game, which ended up being exactly 150, and editing over a thousand frames to include a 1-pixel black band around her wrist… it was certainly trying, but I think it’s worth the effort, both for mechanics’, and narrative’s sake.

During this process I also introduced a dimming feature to all of the UI graphical elements, which dims them based on the time of day (similar to how roofs currently work). If Avery is not in the outpost or doesn’t have a light currently on (either the torch or the lantern right now, should probably add a universal check to check for collisions with light sources such as fires), all UI sprites will suffer progressive dimming, causing them to become illegible.

Lastly, I completely redid the animation and audio for her pissing. It’s more… realistic now, that’s all I’ll say about that. Now, I just need to do it for defecation as well…