Yesterday was spent driving around to all the Arts and Crafts stores in my area asking for 3 inch canvas pouches. Regardless of the employee or the store, all of them were fully incapable of understanding my request. One exchange went like this:
ME: Do you sell 3" canvas or cotton draw-string bags?
EMP: Like a tote bag?
ME: No, much smaller. Three inches wide.
EMP: Like to carry things?
ME: Yes. But very small.
EMP: You wanted a bag right?
All of them brought me over to the children's section where I was greeted with a rainbow selection of colorful child-size tote bags. "No," I would say, "not like this. Do you have anything smaller?" The answer in each store was no.
Of course, I knew it was a wrong answer since a friend had already told me they had them. So I just kept walking around until they presented themselves to me. Which they inevitably did. After I found them at the first store it was already too late to drive the 45 minutes to the next one to get them, so I started making phone calls to essentially "reserve" these tiny things.
So that's my evening. Pouch-shopping. Not to mention another late night perched in front of my glow-screen arranging assets into a level.
Meanwhile, Matt and Murilo have been slaving away at their own tasks. A new build going up today will give us collision polys on the tree tops and should make the game playable to non-English speaking computers. Hooray!
Murilo's been working away at an enemy animation. I had him lower the head in an effort to make it appear more menacing. Here they are side by side:
|Looks weird without the headbob. Another |
miscalculation by yours truly.
|Before noticing the player, this is how|
the creature will walk.
For those keeping score at home, this enemy is supposed to be a kind of embodiment of guilt. I won't be explaining all the game's symbolism, but consider this a head-start.
T-MODE is just three freakin days away. Send us your good vibes!
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