Part 4: Working Working Working


With the overall game logic now built-in, I'm now pretty much fully focusing on developing assets for the game. This is all being done in Tiled and Aesprite. 


Here's the town. It was a lot more detailed than this originally, but I forgot about the unique sprite limit in GB Studio, so I had to tone it down by deleting some elements and repeating some of the house assets. Not a big deal.

A house and a shop. Most of these areas don't carry much importance, just NPCs that you can talk to and hear funny stories, jokes, and inside references. One of the houses is important to solve a basic puzzle, but it's not shown here. 

One thing I'd like to spend more time on if possible is the ability for Mint to interact with the environment. Due to the limitations of GB Studio, you can only have the player talk to Actors, so parts of the scenery are a no-go, and triggers don't work either. I'd like to find a workaround if possible. (Edit: After writing this out I actually went back and solved this by creating a transparent actor on top of the environment I wanted to be interactable. Not ideal, but I'll take it!).

I definitely added more buildings than I wanted to make unique backgrounds for, so I've added some jokes as to why you're not allowed into them in the first place. Sorry for being a lazy dev, but if this is the extent of my feature creep then it's not too bad. Once I finish the city, all that'll be left is the forest and the dungeon. Despite the small scope, this game is already twice as big as Ask Her Out, so that's pretty cool. I'm excited for everyone to see the final result.

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