Week 2: The ever-growing forest


Welcome to my second devlog! Unfortunately It's been another slow week, I have started work on the inventory but at this stage it is not something I can show off as all the work has been around setting up the code for the item actors, which isn't very interesting to look at. I am hoping to make more progress on it this week though and will hopefully be able to showcase an initial look at the inventory system in the next devlog.

Along with starting the inventory system, I've also spent the week building and optimising more of the map again. I've added more clutter to Skittering Vale, making the once empty cave much more cosy for the mummy spider and her young that will be calling it home. This was done through adding more cobwebs to the walls and bones to the floor to give it that 'lived-in' feel (The spiders in there at the moment are placeholders for when I eventually add the real NPCs). I'll probably come back to this cave at some point in the future and add more too it, as I want it to feel really ominous and like the centre of the spider's territory.  


After focusing on the Skittering Vale, I shifted my attention back to the Eaves of the Greenwald again. In the story this will be very outer edge of the vast forest called 'The Greenwald'. This patch of the forest will be used as a natural barrier enclosing the playable area of the map, but it'll also be home to the Fae Court, the primal wardens of the forest. They are extremely territorial and do not appreciate the living or unliving within their borders. To reflect this, I've started to build a small outpost of theirs which can be seen below, venturing into this outpost will be no small feat and provide some challenging end-game content for the demo once released.


That's it for this week, thanks for reading and see you next Sunday.

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