Well, I certainly update this devlog a lot less than I'd like - mostly because I want to make sure that what I post here is worth mentioning. I don't want to update the thing when I do something silly, like: "Hey guys - I added tiny pictures to go in the inventory screen for the items!! K, bye!", or something... Actually, that IS one of the updates I've made, but I've been working on a number of other things, as well.
The Day/Night system is coming along pretty well - I've been doing some heavy experimenting with surfaces and color blending. Here are the phases of the day, with some place-holder backdrops 'n such:
And speaking of toying around with light/color blending, here are a couple of other experimental shots of what I'm doing for some cave lighting and some CRT monitor filters, respectively:
Everything pictured is still in a pretty rough draft-y state, but I figured I'd share some screenies of my progress so far. I've gotta say, playing with aesthetics is exactly what I needed after having my nose buried in the UI and inventory system code for so long. Still there, but I think I see the light at the end of the tunnel.
It's (Savage) shaping up to be exactly the beast I wanted it to be from the project's inception. At one point, not long ago, I thought "Maybe I should scale everything back... go for a more true blue action/platformer with stage to stage progression", so I worked on that for a bit... And then proceeded to toss that idea right in the garbage. That definitely resulted in a huge time-til-release hit, but the experiment was worth it. I guess I just have to do everything the hard way :)
Thanks for taking a look, and I hope to have more progress to report on sooner rather than later; provided I don't decide to scrap everything and do another complete redesign - ha!!