//=time() ?>
Won’t be quite so easy, and the cutscene won’t be as non-explanatory and ugly, but here I show a particular photo leading to a time pocket (memory) getting unlocked. First a different photo with no reaction to prove the “image recognition” works—just any photo won’t do! #gamedev
Another important thing hacked into place: doing a Mario Odyssey where you press an interaction button to read major conversations/interactions but small utterances like this just show a speech bubble directly over the character. #gamedev
And here it is integrated with the photo system. If an NPC is registered in the shot, its active verbs get stored in the metadata too.
Updated the #devlog for my game, Ao!
💜 Systems and interfaces 💛
https://t.co/GeLjKI76OF
#gamedev #indiegamedev
Still no internet and almost out of mobile data—listening to radio and trying to ease back into working on my game… Now render layer bitflags of objects get passed to shader giving me a way to render things depending on whether they should be visible inside|outside time bubbles.
Made a silly "promo" / "cover" picture for my #LDJAM game by playing around with a render from Blender (so not the in game graphics) in the meantime, while I wait to get access to proper internet to upload my executable. 👀
Tiny update to the #devlog for my game, Ao!
💛 Groundwork for time bubbles 💜
https://t.co/NFK7gIYYqq
#gamedev #indiegamedev
@The_Rabbit42 Darn it, I abandoned my only good game in favour of my current project!
Here's what I meant: a house in the accessible past, but its interior inaccessible still. Made it red for clarity but now it looks scary!
Messing around with edge detection so there can be some fancy transition between temporal dimensions, but it's proving a bit tricky when there are bubbles overlapping. Must sleep!