Mini-devlog (4/3/23): Makin' the last puzzles!


Hey, all! Just a reminder that I'm doing OK. Since the last devlog, I've ended up making some pretty consequential decisions, but not ones that increase the scope of the game. Actually, what I ended up doing was *removing* one of the things I initially had planned for the game. Specifically, it's something I teased in the previous major devlogs (including the one with the part 2 map), and something observant people might have found out about in the demo. For some, that might be enough to realize what exactly I removed from the game.

As for the reasoning of why I removed that thing, the simplest way I can put it is that I didn't have enough ideas to make it work out how I wanted it to. I did get *some* good puzzle ideas out of it, so you might still be able to experience some of it in a different context now, but I think it was severely stunting my ability to make the game whenever I had to think about it again. So it's gone now!

Anyways, I'm at the tail end of puzzle design now, so I'm going back through and adding/changing some Part 1 puzzles to lessen some confusing parts as well as hopefully make it more enjoyable overall. I might still have a few puzzle ideas in my sleeve to add to Part 2 at the last second, but those will happen at their own pace. I've also incorporated quite a few user-made puzzles into a certain area of Part 2, which I think will be fun! (The designers of those puzzles will be credited ingame.)

Also, I finished writing the cutscene for the end of the game! I haven't actually made the cutscene yet, and I still have to write the rest of the story as well (It's still only about 20% written, I'd say), but it's progress nonetheless. I ended up taking a few breaks and stumbling on a few hurdles in development, so that 6 months time frame I mused about last time probably isn't in the realm of possibility anymore, and the 1 year time frame is looking dicey as well. I'll still try to do what I can, though.

That's all for now. Thanks for reading!

Get I Wanna Lockpick

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FATAL ERROR in Vertex Shader compilation

ShaderName: shdRainbowStripe2

D3DXCompile failed - result

at gml_Object_objWorld_Step_0

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stack frame is

gml_Object_objWorld_Step_0 (line -1)


What does this mean ?

This is a common crash that happens if you don't have the DirectX End User Runtime installed with certain graphics drivers. You can look it up and download it from the Microsoft website, and it should be a straightforward installation. (Just disable the Bing toolbar it wants to install, and after it installs the game should run fine.)

Ay, it works now ! Thanks

what was removed? I'm not sure exactly what so having confirmation would be nice. you said it was limiting your ability to make the game, as a non-game-dev I'm not sure what it is, is it the meta puzzles? or is it something more nuanced like some of the funkiness with imaginary master keys? but also thank you so much for making this game, it has been the most fun I have ever had solving puzzles! keep up the amazing work!

(+1)

Hooray! I'm not too worried about you breaking the deadline, although I hear they're healthy. Although if I may ask without getting spoilered, what was the main gimmick? I went back through devlog 1 but couldn't really tell anything from it.

(+2)

Super excited for the full game! I absolutely loved completing Part 1 and am excited for what the future holds for this game!