August 2018

Asylum Dev Diary 50 – Angled shadows

August 27, 2018

One aspect that the first floor has is that all of the walls are either horizontal or vertical. However, when I set about designing the reception floor I wanted to have an angled wall that leads down to a glass door (front of the building). I assumed that this wasn’t going to be a problem… [Read More]

Asylum Dev Diary 49 – Stair transitions

August 19, 2018

With the first floor complete and the flashback finished, for now, I had no choice but to tackle the upcoming ‘Reception’ floor and that meant putting together the transition between the stairs and implementing the method for relocating the player as he changes rooms (a room in GMS2 is kind of like a level). The… [Read More]

Asylum Dev Diary 48 – Ammo Check

August 12, 2018

Today I started off by just putting the final tweaks onto the flashback sequence. There may be some additional tweaks needed later on but for now, everything is running how I want it to. So, it was back to the main floor and the game mechanics. Before I got side-tracked with the flashbacks I was… [Read More]

Asylum Dev Diary 47 – Splatter Effect

August 11, 2018

Finally, the weather has broken and it’s no longer crazy hot and humid in the south of the UK. So I can now continue my regular development sessions. Today’s session was about the flashback sequence and finishing off a few of the outstanding items for this type of area in the game. Whilst playing through… [Read More]

Asylum Dev Diary 46 – Melting

August 5, 2018

The ridiculous heatwave in the Uk continues and that is reducing my ability to develop, so this weeks update is once again shorter than usual. Hopefully, the weather will break soon and my study will be bearable for longer periods of time. Continuing from last weeks session I had another look at the transition from the flashback… [Read More]