Devlog #2: Some Useful Mechanics


Hello!! In this update, we're sharing some of the things we've been working on. Progress has been slow and difficult, as we are not very familiar with the program. However, we have faith that we can move our game forward!

  • Fixed the pause menu
  • Added a level selector
  • Progress in a level
  • Created a room progression mechanic (sofi)
  • Added a credits menu
  • Created a mechanic to find objects in the tutorial

Fixed the pause menu

Last week, our pause menu wasn't working. Shame on us! But this week we worked it out so pause menu is fully working again. 

Added a level selector

We created the "Memories Room"! Yay! This way, the player can choose the puzzle they want to play. Maybe they will need to unlock the first ones first. 

RIght now, it's fully implemented on the main menu.



The idea is to use the room progression mechanic to move through the level selector room. So each part of the room should have fewer pictures, so the player has to explore more. Also, the photos in the frames should mean something, but at the moment there are not many playable levels.

Progress in a level

We started working on a new level. This level is about some shadows that are coming to the player, and the player has to confront them (with words).

So far, we have investigated a way to make the effect of the setting sun change as you go along, despite being in a 2D scenario. To do this, a 3D scene was created with a directional light and a pill-shaped base object and an animation of the camera moving towards it. 

Then, using a Subviewport, this 3D scene is transported to a certain object in the 2D scene, generating the following result. 


It wasn't what we expected. So next time we will be trying to move the object and not the camera on the animation. 

Created a room progression mechanic

We made a simple animation to look at the 4 walls of the room, with arrow buttons to go forwards and backwards.

Forward button:

Backward button:


Added a credits menu

It's here! The scene where we can make the corresponding mention of the wonderful people who participated in the development of DictioTherapy.

Additionally, this scene was linked to the start menu, so you can access it whenever you want.

And if this were not enough, our team created the first original song for the video game in 8-bit. You can listen to it on loop while you are in the credits scene.

Created a mechanic to find objects in the tutorial

The mechanic for finding objects in the tutorial has been updated to find them inside the room by moving with the mouse and being able to click on it. However, it is necessary to develop the storage of these elements and their animation to make it more interactive.


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And that's all! For our major update, we would like to have the following progress:

  • An inventory system for words.
  • A playable level. This level will feature our innovative mechanic (words are weapons, words are tools, words are life), with a "mental health" bar (and its consequences), and a victory condition such that the game recognizes that you have completed the puzzle.

Get DictioTherapy

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