Doors now close, and I started transferring the first area from the design document into the game. The area is called "Hillside Penitentiary".
Our goal is to make the game fully functional before starting to seriously replace the graphics, which is why we are using "Minimal Area Design", meant to control passability and game flow, without any cosmetics.
For instance, the cell where the player starts, has no bed. Bed is cosmetic, and so are the "angle smoothers" between perpendicular walls. The door, through which you talk to the guard, isn't. Neither are the walls themselves, as they are meant to contain the Player.
Someone asked earlier if we planned to have line of sight. Well, here it is. "True" line of sight, in an isometric tile-based environment, is limiting. It hides too much of what you're supposed to see, and creates ugly artifacts. So instead, we use one more liberal with the concept of "line", while still hiding areas currently inaccessible.

The layout of Hilside Penitentiary is being created through the editor. LOS and other effects are disabled in the editor. It is a quite handy contraption, that automatically finds "similar" tiles to the one you're pointing at, and it has copy/paste and undo functions, as well. Those category columns are manually clickable, too.

Let the interesting times begin !


