Miracle Springs: “Finished” Build

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It’s not dialogue, but the last week did bring a little feature that makes Miracle Springs seem nicer: animation. I figured out how to do it, and made it so that the player and animals cycle between a few frames as they walk.

Like most things I’ve added, it was both frustratingly difficult and surprisingly easy. It basically came down to learning how to deal with spritesheets, since without that, animating anything is… doable, but painful. Let’s just say I hit a couple of bumps, and I was ready to give up at times (Shelby can tell you how agitated I can be). But I think that’s just what happens when you’ve been working at one thing for this long.

Overall, I wouldn’t say that I fully accomplished all my goals for Miracle Springs, but I got through most of the ones that were important–and doable for me. I have indeed learned a lot, like menus, time systems, saving, and of course this animation thing. Most of those things would be useful for nearly any game project worth playing, so I’m one step closer to knowing how to make something, erm, goodish.

Even though it’s not really a lot of fun, the final build of Miracle Springs is up to download and play. I hope you do try it and let me know what you think, if that’s not too much to ask.

What’s in store for November? Well, instead of a full game project like the last two, I want to run with a few smaller ideas that I’ve had in the last month. I’ll explain each one in my weekly updates once I’ve finished them, so stay tuned for that. As always, thanks for being here!

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