The overambitious games of Tom Coxon
The overambitious games of Tom Coxon
Lenna’s Inception has come a long way in the three months since beta9. Beta10 is almost here, so here’s a quick roundup of screenshots and information I’ve been sharing on twitter!
The storyline has been mostly implemented. Just the endings, and the optional side-quests are missing right now. The laboratory and palace locations have been redesigned and reimplemented, along with hand-designed puzzles you’ll need to solve to get through them.
The laboratory has fallen into disrepair:
In the palace, you’ll need to figure out how to get through a locked door, while the key sits on the other side:
The beta9 update is now available. This update contains a lot of new content, bug fixes and polish.
Amongst the changes are:
There are some massive story changes occurring, but they’re not complete yet. In its current state, not all quests are completable. If you’re not sure where to go next, check your map for the location of the next dungeon.
More screenshots from this update can be found in the two previous blog posts:
Here’s a collection of screenshots and GIFs of new features I’ve been working on.
I’ve done some work on pets/companions, including adding a ranged companion (below). It’s now also possible for a second player to control companions - local multiplayer! Like in Sonic 2, if there is no player 2, or player 2 leaves the controller untouched for a while, companions revert to their ordinary AI behavior.
Hey everyone! Here’s a quick update of everything I’ve been working on lately.
Firstly, I’ve been working on a new script for Lenna’s Inception with SamuriFerret. We’ve made some large changes to the story-line in order to ensure all the threads come together into a satisfying ending, and to make sure parts of the story don’t obstruct gameplay. As an example of the latter, several story characters will now contact you via Lance’s mobile when something’s up, so that you don’t have to return to the town and hunt down specific NPCs.
Over the last few weeks, I’ve added 5 new types of enemies to the game:
From left to right: smileder, sharktula, dolphinja, snail, bombshell.
Yes, Lenna’s Inception will finally have water-based enemies - the sharktula and dolphinja. I’ve completely rewritten the monster-spawning code to support this properly.
Next up, I’m going to be adding a new follower, and then I’ll start implementing the new script in the game.
Finally, if you haven’t seen it already, Stardew Valley just released on Steam. It’s well worth a look!
I’ve just pushed the button to release beta8 on itch.io! Humble will get the update as well, after a short delay. To get the update, follow these instructions.
It’s past 4 AM on a Saturday morning, so I’ll keep this post short and instead refer back to my previous post for the contents of the update:
I'm currently putting in the last of the new features for beta8 this evening (sound effects for new items, actions and tiles). What's left after that is fixing the remaining bugs, testing and then releasing the beta8 update! You can see my progress towards the release on my trello board. As I wrote last month, the new GBA-style graphics won't be included in beta8, they'll be in a future update instead. The current plan is for both styles to be available in the final game. While I'm here, here's a full list of all the new features in beta8: Read the rest of this entry →
I’m currently putting in the last of the new features for beta8 this evening (sound effects for new items, actions and tiles). What’s left after that is fixing the remaining bugs, testing and then releasing the beta8 update! You can see my progress towards the release on my trello board.
While I’m here, here’s a full list of all the new features in beta8:
It’s been a long time since the last update. That’s partially down to the graphical upgrade taking longer than we thought, so we’re moving the new graphics into a later update. That way you won’t have to wait for other new features, bug fixes and polish.
More information follows.
Since the last post, we’ve continued adding lots of polish to the game. Samuri has continued his art rework, and we now have almost all the tiles we need, and a lot of the items.
I’m currently in the process of tightening up the combat: fixing weird hitboxes, making sure enemies telegraph their attacks, improving animations, etc.
A common piece of feedback I’ve had is about the “dead” lower-left corner of the player - it’s not actually possible to hit enemies in that corner with the sword as it currently is. So I’ve extended the arc of the sword a few more degrees:
It’s time for a quick round-up of the latest in-development changes in Lenna’s Inception!
Jay’s been hard at work on the new art style. So far, the overworld biomes are mostly complete, including (most recently) the graveyard biome and the Autumnal forest:
Here’s an update on what I’ve been doing and what’s coming up for Lenna’s Inception!