3 Sept 24 - Friendly Banter


Note: This is a cross-post from my Patreon. Here's the original: https://www.patreon.com/posts/3-sept-2024-111383422

Hey, folks! 

In the last update, I detailed the techniques used to port the levels from the old GameMaker version of Meander Forth to the Godot engine.

I had hoped to have a playable build of the game ready for patrons by the time this post rolled around, but it's not quite ready yet. There are still some finishing touches and known issues I need to work out. I can safely say it will be available soon, however!

In the meantime, here are some updates regarding the game:

Outskirts Progress:

First and foremost, I've made some more headway on the outskirts stage, populating it with NPC's and story events!

As the opening stage of the game, the Outskirts area serves as an introduction to the game's mechanics, world, story, and characters.

It opens with a scene of three friends (Isaak the human, Scotty the fox, and Garret the otter) getting reacquainted after some time apart.

As the stage progresses, Garret bumps into a variety of quirky characters, such as his sister Emerald and his brother Parlo, who seem elated that Garret is finally out-and-about.

If you've played the Teak's Tall Tale demo, you may recognize some familiar faces! Meander Forth picks up right where that one left off.

It seems Garret's friends are worried about something, however. It must be important, if they have their own cutscene areas!

Not everyone has some long-winded diatribe, of course. Some just spout what's on their mind. And that's okay.

Admittedly, this stage has a lot of dialog. In fact, it probably has the most out of any stage in the game! Despite the blocky aesthetic, my goal is to create a world that feels "alive." I want players to really get a sense of what this world means to Garret... and what it means for it to be stolen away from him.

Godot 4.3

Since the last update, I have upgraded the game's engine from Godot 4.2 to Godot 4.3.  The previous version had a lot of issues regarding pixel art positioning and scaling, causing art on the screen to shimmer and jitter. 4.3 fixes this issue, giving the game a smoother feel.

A by-product of this update is that the framerate can now be uncapped without introducing ugly visual artifacts. An option to choose your desired framerate will be added to the settings menu for those with faster monitors.

School Stuff

As of the writing of this post, the Fall 2024 semester of my college has begun! Admittedly, I'm taking this semester off from school. I have completed all-but-two of the classes in my program, and neither of them will be available until Spring.

Thankfully, I have been allowed to continue my front-desk job at the school's tutoring center, so I will be able to support myself with that, and even work on some STEM-related projects such as this one in the downtime.

Admittedly, development may slow down a bit as I get adjusted, but rest assured the pace will pick back up when I get used to the new schedule.

 In Conclusion:

Thank you for reading! I hope to see you in the next update. Hopefully I'll have something playable ready by then. After that, it'll be time to create the second part of this level: the Forest area. (Note: These areas will have better names in the final game, haha!)

Get Meander Forth: Teak's Tall Tale++

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