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Ittle Dew 2 devblog: Slow news day

Hello there, scores of rabid Ittle fans swarming our offices and staring through the windows. Daniel here to say something vague about Ittle Dew 2 again!

 

What’s going on?

At the moment, only me (designer) and Anton (artist) are working on the game at all, mostly planning and making the graphical content. Stefan (programmer) becomes available for some small coding work now and then, but most of the time we have to make do with the functionality we have. Therefore, progress is pretty slow.

 

 

What’s done so far?

The game’s design has been mostly laid out down to the finer details, but a lot might change as development progresses. As far as actual development goes – as opposed to me just drawing dungeons and puzzles – we have a player running around various work-in-progress areas and smacking enemies, an enemy scripting system and level editor by Stefan, and some neat room transitions.

 

What’s the plan?
As the rest of the team are tied up with other projects for a few months more, the game will continue stumbling along, maybe picking up a few lines of code here and there. We don’t even have a deadline on deciding a deadline yet, but hey – here’s a Fishbun with legs.