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A narrative driven game were you take the role of a dog that will accompany its owner on little walks and help him surpass the hardships of life

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Hello, IndieDB community!

Today we want to show you the first build playable of the project, where all the mechanics of the game are implemented (on a rough version of them).


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Image 1: Camera movement.


The camera of the game, as stated before, is an isometric view, but the intention is for the camera to also focus on different points depending of the part of the game. Normally it would just follow the player and slightly change the angle depending to where the player is moving, but it would center on the character if she's saying something important or will focus on a exploration zone if you reach one.

During the testing we found that the height of the main character makes the text not easily readable when you are following her, so it would be necessary for the camera to be further up (so it shows more and it doesn't lose the character's chatbox) or for the character to be smaller.


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Image 2: Character walk.


On the heavy narrative parts of the game you will just follow the character while reading what she tells you. You can move freely and look at the environment meanwhile.

This are the most relaxing parts of the game and is necessary to have a good environment visuals on the final game so it doesn't cross the line between relaxing and boring.


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Image 3: Quicktime event.


When reaching an exploration zone, the player would have to look for Digging spots, that would be harder or easier depending if the spot is visible or not and if it is behind a tree or not. When you think you find a Dig spot you can press the Dig input and start a quick time event where you have to press the same input again in time. If it wasn't a digging spot then it would not happen anything, but is it was, then it will trigger a digging minigame.


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Image 4: Minigame.


On the minigame the player would have to grab pieces of dirt and throw it away until the object that you are digging is completely visible. There's no way to fail the minigame, it is just a chill minigame when you simulate to dig the object.

After the minigame is finished, it is possible that you have dig a collectible object (not the key obejct that let you advance on the story) or you dig the key object but you want to look for the collectible, in any case the exploration zone doesn't ends until you get back to the character with the key object, until then you can keep exploring.

When you give the key object to the character, a narrative part starts again until the next exploration zone or until you reach the end of the game.


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Image 5: Camera bugs.


During the testing, we found out a lot of bugs with the camera that gets "confused" when theres various interest points one close to the other, and thats the first thing we have to solve.


Now that we have all the mechanics and have tested them, we want to see if we can add something during the month of production that we have left until the release of the vertical slice.

Have a nice week!


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Burning Crusaders Studio


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