Placeholder artwork for the werm as well as some early iterations of lockers, beds, and a door. All pixel artwork so far are prototypes and are hand drawn.
The werm has idle animations and movement animations for all directions, all of which are going to be refined multiple times in the coming months.
Movement is smooth, not tile-based. The werm can currently pick up water droplets on the ground (eventually only specific water sources will be available, but this is for testing) and can fill up a water bar (placeholder graphic, top left). Pressing spacebar drops a pheromone particle - this is going to be changed to holding spacebar to release many pheromone particles. It drains the water supply. Pheromones will hang around for 200 seconds and slowly infect a room.
The ship map is laid out, and a whole lot of other pixel art placeholders are made.
A game design document has been created outlining the goals for mechanics, environment, graphics, user interface, NPC behaviors, and game philosophy.
Yeetstorm
2022-02-11 06:21:01 +0000 UTCAnon Smith
2022-02-11 01:46:15 +0000 UTCIsangrad
2022-02-11 00:24:54 +0000 UTCTripleZer0
2022-02-09 20:10:57 +0000 UTCYinz
2022-02-09 07:07:48 +0000 UTCAnon Smith
2022-02-09 04:20:04 +0000 UTCAnon Smith
2022-02-09 04:19:39 +0000 UTCEmily Bostic
2022-02-09 03:39:03 +0000 UTCt.
2022-02-09 03:12:40 +0000 UTC