How to make a flower

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Even a simple flower takes a progression, until it fits the HTR art style properly… but it’s worth it.

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Hot Tin Roof title screen

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A rough approximation of the Hot Tin Roof title screen

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Prototype “Flower Piece” UI

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This is how we’re planning on representing flower pieces, as in “get 4 flower pieces to get another flower petal on your health meter.” It’s the little purple half-petals, the question being – is that visible enough? Still not sure.

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Mazuma is an asshole

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Mazuma cares not for the plight of the working poor. You want Torch rounds, you pay him in cold, hard bits.

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First look at the “bitfold”

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First look at the bitfold (the dingus you keep your bits in – think wallet)

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PAX was AWESOME

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PAX and the Indie MEGABOOTH were super dang cool!

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Oh, and here’s the final journal, too!

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This, we finished last week. It, and the entire Clue system, are in-game and working. Backstage pass’ers don’t have an updated build with this yet… but only because we’re working on the PAX demo now. We want that done before pushing an updated build. It’ll use Clues, of course.

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Here’s how the final revolver looks

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Woof, it’s been a while since I posted an image. Let’s fix that! Here’s how the final revolver looks, in all its in-game glory. Neat eh?

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Final UI layout, placeholder art

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This is, roughly, how the Clues UI will ultimately look. I went with a button-based page flip instead of a scroll because that works better for gamepad, and just felt more… in-world’y, than a scrolling pane.

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First finished world art in-game

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How cool is this, right? The dump LOOKS LIKE A DUMP! We’re finally getting Ellory and Will’s work into the game proper, and it’s looking amazing. (click for embiggen, it’s a big pic)

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