Day 4.1 / 6: Hacking, Beer, Game States


So there's a sufficient enough minigame that uses collectible chips. There's still a huge workload ahead, but one of the biggest features is now behind. I mean, beer drinking. There's even a believable simulation so you can feel it when the character is hammered. 

But yeah. The minigame about hacking is basically a logic operator -based puzzle, nothing too fancy. To make it feel more gamey, there's certainly some chips that are more useful than the others and that's how you can make bottlenecks in the game progress design. (If i ever get this out in time, that is..)

I've been playing a little synthwavey ambient tracks, but i don't know if they're too mellow or melancholic to be in the game. There's also some ambiance sounds of spaceships flying by and some better FPS controller sounds i made quickly. (Steps, landing, jump)

There's a Save/Load -functionality, dialogs, PDA-system and the rest of the level still undone. Also some props, sounds and NPC's to do. I think tomorrow and day after it will be days for content creation, and the rest of today is for making the underlying systems ready to be used in level design/quest design etc. 

Not quite sure yet if i'm gonna add quests, or if they are just something simple, like "current goal" after another.

We'll see what have been done until the post#2 this day. I've been working 14 hours straight, so i'm gonna get distracted and tired soon very easily.

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