Weekly Devlog - 6-21-24


This Week

Added Enemy Spawners 

Before, enemies were set in the room editor, and they would just reappear whenever the room restarted. Now, there is a dedicated object and global variable controlling the enemies in every room. If you kill them, they stay dead. But, naturally, if you kill them in the future, then they are still alive in the past. So if you return to the past, you'll have to deal with them all over again. This is meant to create a sense of danger in the player and force them to make a choice on how to spend their effort. You could kill all the enemies in the future easily. You have a sword after all. But you have to put the sword down to go back in time, so you'll have to deal with the enemies using other resources if you really want them to stay gone forever. The sword can't solve all your problems at once, you know.  

Worked on Concept Art 

I also spent a good amount of time this week creating concept art for when I finally get to the mall level in the game. This is meant to be the central hub of the overworld. Kind of like Clocktown in Majora's Mask. So it's important to work on, but ultimately, It probably won't make its way into the demo I plan to release at the end of Summer.  

What's Next? 

Combining Future and Past 

Right now, the future and past are two separate worlds. If you're in the future, everything is destroyed and whatnot. If you go to the past, things look nice and new. I want to make it so that as you play the game, the future world starts to resemble the past, as if you were repairing the world through your actions. To do that, I need to find a way to draw the tileset from the past on top of the tileset from the future. Time shall tell.  

Extending the Demo Dungeon 

I have plans for what kind of puzzles you’ll find in the demo dungeon. I even made a mockup of how they might work in a separate project. Now it’s finally time to create some new rooms and build the puzzles into them. The main mechanic of the dungeon will use the Cloner Tool. So expect a lot of things you need to duplicate in order to progress. (And just for the record, I had the idea to put cloneable objects in my Zelda-like game long before the announcement of the new Zelda game, Echoes of Wisdom.) 

Thank You 

Thank you for taking the time to read this. I'm sure it's all jumbled nonsense, but hopefully the video and images bring a little bit of excitement.

Get Mementos: Lost to Time

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