“Nothing wagered, nothing gained!” Not bad for someone’s last words.
Isolde Heisenberg is about to meet the spirit of the mask face-to-face… so to speak. Will she emerge unscathed? What other bad ideas will our heroes follow through on?
This morning, I awoke to discover that my friend, Nels, had died. His wife posted on his Facebook page to inform his friends, coworkers, and loved ones that he had died unexpectedly from an illness. Just the day before, he’d been replying to frie… Continue Reading
Keeping a promise to Shaun King“If you want to know what you would have been doing during the civil rights movement, look at what you did yesterday.” — Shaun King“Well, Mr. King, I would have been a coward.” I tell him. “I can’t bear to keep my family … Continue Reading
“Nothing wagered, nothing gained!” Not bad for someone’s last words.
Isolde Heisenberg is about to meet the spirit of the mask face-to-face… so to speak. Will she emerge unscathed? What other bad ideas will our heroes follow through on?
Sunrise rouses our heroes after their long, terrible night. They have one chance to nurse their wounds before they must venture deeper in the dark of the Verdwood. Soon, they will reach Semel Atsum and foil the plans of Jeanne Arquebus.
In the meantime though, they face the morning, and mornings are a time for consequences.
Reed oozes. Kaija oozes. Isolde undertakes a foolish experiment.
This week’s update involved a lot of bug hunting and behind-the-scenes restructuring. This is problematic to show on video – even with my loose interpretations of “show – so we’re doing something a little different this week.
I’d like to introduce all of y’all to Duskers. It’s a phenomenal game from Misfit’s Attic. You should totes check it out on their website: http://duskers.misfits-attic.com/!
Next week I should be able to show the stellar exploration component I began working on this week, and I may be able to demonstrate why one particular backend fix is so cool.
We’ll be posting some more of these Inspiration videos as we go forward. Chances are, if you like the work that we do, you’ll enjoy these as well. And these games are already out. Bonus!
See the full details on our Patreon post: https://www.patreon.com/posts/duskers-dale-1-8145847!
Dark nights in deadly woods can go poorly and they can go well. Wary travelers make necessary precautions. Watches are set. Fires are tended to. The greatest safeties are assured.
The forest demands its price.
Reed stands watch. Kaija stands watch. Isolde sleeps until she awakens feeling… arachnid?
Recovering from their ambush at Sapstring Ridge, our heroes make camp in the deadly Verdwood. They tend to their wounds, pay heed to the demands of their faiths and cultures, and discover danger hiding in their very midst. Who’s been keeping secrets? What dangers do those secrets bring?
Isolde interrogates, Kaija goes on a walk, and Reed makes a sacrifice.
Wow, this game is really… GROWING!
Hah!
The first pass of crop growing is in, and now the game persists from session to session. The full economic loop of the game is nearing completion. Once that loop is full, I can start expanding on the available items, add the conversation system, and greatly improve the whole exploration element.
Next week, I’ll be putting in money and – much to Ginrei’s surprise – real shopping. This should even give us a place to get more seeds, since that is currently all done from debug commands.
See the full details on our Patreon post: https://www.patreon.com/posts/development-log-7771018!
It’s been a busy week here at the Thimble. Our stellar engineer(s) and designers(s) have really given it their all. So much all that it almost seems like they’re not all the same one person.
Next week, I’m going to take a first swing at growing some crops, improving interaction clarity, and maybe storing information between sessions.
See the full details on our Patreon post: https://www.patreon.com/posts/development-log-7771018!