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Asylum Dev Diary 53

September 23, 2018

Shorter development session this week, so I concentrated on some smaller items. I’ve put together a new desk for the reception area – previously it was just a wooden table used in the janitor’s room but now it’s a nice shiny, curvy, desk suitable for the reception. Walking around the reception I still got the… [Read More]

Asylum Dev Diary 52 – Breaching the Asylum

September 16, 2018

This week I have been concentrating on changing the main player sprites for something that better matches the rest of the characters in the game. As you might have seen previously the dead bodies are all based on photographic references that I then modify the colour of and position accordingly. The player, however, was based… [Read More]

Asylum Dev Diary 51 – It’s the Fuzz

September 2, 2018

Well, not quite, but the police vans have arrived. I’ve made a lot of progress in building the reception floor. Initially, my scale was out and the main reception area was just too large. So, I’ve scaled things down a bit. As you can see from the screenshot below the police are outside the building. This… [Read More]

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]

Asylum Dev Diary 45 – There and Back Again

July 29, 2018

Due to the excessive hot weather here in the UK it hasn’t been feasible for me to be in front of my PC. It’s just been way too hot and humid for me. So this weeks update is a shorter one than usual. My challenge this week has been to return the player from the… [Read More]

Asylum Dev Diary 44 – Places please

July 22, 2018

A lot of new things had to be put into place for the first ‘flashback’ sequence. The transition between the asylum and the flashback has been refined and although I will still need to adjust it before it’s completed I’m really liking how it’s looking do far. It fades the screen to a dark red… [Read More]

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