Devlog #3: Interfaces... lots of them


Moscow Time - 2:14. I finished the dialogue boxes...

So... For this devlog I promised something good, and here it is :)

A game started to gain it's core mechanics like:

  • Reaching the goal (collecting all the keys)
  • Entering the breach (change level, duh)
  • Dialogues

v0.000000001 pre-pre-pre-pre-pre-alpha

I start to feel that I'm going good

Now, I'll describe a few features I have implemented.

1. Reaching the goal

I don't feel like a player actually need an inventory so... I've decided not to implement this feature ¯\_(ツ)_/¯
The mechanic is simple:

  1. Spawn the tagged objects and count them
  2. When player reaches an object - destroy it and decrease the number of key-objects
  3. If no key-objects left on screen - open the breach

It's quite simple, but yet I enjoy this mechanic. I don't need to track all the stuff I picked during the level and I don't need to remember the order of items, because it doesn't matter

2. But... it's not all I need

Well, honestly this was the most simple "reaching the goal" mechanic. The title says "Breach, steal, escape" and if it's OK for the first two verbs it can't be implemented in "Escape"... at least, until it only works with items

3. Dialogues

The pain in my butt... I've tried many different approaches to dialogues. I've tried to watch tutorials and do the same thing, I've tried to use Dialogic for this task but none of them was working the way I expected. The first ones were dumb, and the Dialogic seemed redundant.

So I made it this way:

JSON! I love JSON!

It may look dumb, but... russians say "I'm an artist, I see it that way" xD

Yeah... JSON! I love using JSON in my projects on a main job so I've decided that it will be easier to implement this format for dialogues and dialogue triggers.

I'm sleepy, I don't want to think about title

On pic you can see: dialogue box, objective in the left corner, timer (doesn't work yet), status (doesn't work yet)

The next stop

For the next update I'll try to implement following mechanics:

  • Escape goal, escape timer
  • Enemies (finally)
  • Some UI upgrades and maybe even a cover image
  • First few levels aaaaand a DEMO! :3

I'm really excited about this one ;3

I'm moving this project from "Draft" to "Public" status and making this devlog available for everyone.


Stay tuned ;)

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