Devlog 6 - Day 7: 11/23/25
- Believed to have finished the how_to_play scene, with its entirety, including: all textures, all code, all animation, all
text boxes, all timers, etc.
- Drew up a layout of all the points to put for the murderer's path in main scene, consisting of 10 points.
- Created the 10 Point# Node2D's in the main scene, and scattered them based on the layout.
- Added Skip button to Intro scene that skips to how_to_play scene.
- Added Skip button to how_to_play scene that skips to main scene.
- Lowered damage done by guard from 10 to 5.
- Made the murderer's CollisionShape2D smaller, so it'll be easier for him to bypass other civillians and patrol guards, without
them getting in his way.
- Worked on the murderer AI. Before, whenever a villager left the murderer's area2d, it would set koi to null, even if other
villagers are in the area. Now, I add all villagers that enter into a list. Newest one to enter is the koi. If the one to
leave is the koi, it checks if the kois array is empty, if so, it sets koi to null, else it sets it to first koi by index.
- Lowered the murderer's area2d for detecting villagers.
- Added a timer in main scene: 5 minutes.
- If timer ends, switches game state to "over".
- If player health hits zero or less, switches game state to "over".
- When game state switches to "over", right now it just prints the ending in the terminal, based off the mercy value, unless
it is over by death of the player.
- Created 4 empty control scenes where I will create the panel cutscene for the 4 endings.
- Wrote up a story board for ending 4.
- Wrote up a story board for ending 1.
- Wrote up a story board for ending 2.
- Wrote up a story board for ending 3.
- Finished ending1 scene.
- Finished ending3 scene.
- Finished ending4 scene.
- Finished ending2 scene.
- Just learned the basics of Godot's particle system.
- Created the simple blood effect as it's own scene.
- Added the blood scene to the how_to_play scene when the dynamic cutscene shows the murderer killing a villager and the player
killing the murderer.
- Add code to add the blood scene to the main scene whenever the murderer kills.
- ERROR: When ending, by whatever means, is reached, since I put the changing scene code based on the ending in the global
PlayerStats script, it continuously plays that scene, not allowing the scene to go through with it's own code.
- Fixed the error above by adding a simple check in the global PlayerStats script that checks if current scene is not null
and if it's path is equal to the main scene path. If so then it will begin to check for the reached ending, by which when
that ending is reached, it'll no longer repeat that code, as it is a different scene.
- ERROR: This could be a possible problem in the future, that is if the murderer kills too many villagers, then their will be too
many blood effects, causing lag to the game. Just something to consider, but no guarantee I will do anything with that as
I am on a time limit for this jam and my own personal life lol. So if you are reading this, either I'm sorry or you're welcome.
- Just control c control v the code of the blood effect for the murderer, into the player script.
- Drew monster_eating animation.
- Attempted to implement the monster_eating animation, but was unable to do so.
- Due to laziness and procrasination, I have decided against adding in spikey bushes to the game. If this game does well in the
jam, I will consider adding that and the monster_eating animation.
- Composed the song to play in the background for The Accused Reverend. I did stuff in this one that I personally enjoyed more,
compared to the song I made for Pixel Velocity, but with both, I highly dislike them. After all, I am no music composer.
But, hopefully this is a step in the right direction of helping me learn music.
- Created the following sound effects:
- Alert
- Kill
- Hiding
- Timer
- Added the sound effects to the how_to_play scene.
- Added timer sound effect to main scene for when timer goes off.
- Added hiding sound effect to main scene for when the player enters and exits a bush.
- Added kill sound effect to main scene for when the murderer or player kill, as well as when the guard hits the player.
- Added alert sound effect to main scene for when the patrol guards get alerted of the player in their vacinity. Was originally
planning on adding the same sound effect to the villagers and murderer, but I don't think I will as I think that would make
it become highly annoying.
- ERROR: For some reason, the murderer is dying as soon as the main scene begins. This was not happening earlier today, so I am
unsure why it is happening now.
- I am just a idiot. I am gonna leave that error message above to remind myself and all who read this of that fact. Within the
last hour, I changed the timer to 1.0 to test the ending, so when I just ran the scene, after 1.0 seconds, it ended. A simple
test forgotten turned to error. But hey, it happens to everyone!
- ERROR: Invalid get index 'name' (on base: 'Nil'). This happened during a play test of having the player kill. I killed someone
then I think it tried to kill someone again, but victim was already set equal to null, which explains that error. At least that
is what I think happened and hopefully what I did fixes it. What I did was just adding a simple check if victim != null.
- ERROR: Could be because of the error above. During a playtest, the murderer was killing, and I was killing who I thought
the murderer was. Supposedly ended up not being any of my kills. But after that, the murderer stopped killing at all.
I thought he might of gotten stuck, or he was killed and no longer on the map. The answer is unknown as of right now.
- Found the error. Because I had the kill audio happen before checking for if it was the murderer or not, I believe that
caused it to set victim to null before it had the chance to check. Fixed by moving the sound after the check. Only
problem is that the sound effect doesn't fully play before switching to the ending scene, but that is totally fine
by me! :)
Get The Accused Reverend
The Accused Reverend
Framed man, hidden killer, limited time.
More posts
- Devlog 7 - Day 8: 11/24/259 hours ago
- Devlog 5 - Day 6: 11/22/259 hours ago
- Devlog 4 - Day 4: 11/20/259 hours ago
- Devlog 3 - Day 3: 11/19/259 hours ago
- Devlog 2 - Day 2: 11/18/259 hours ago
- Devlog 1 - Day 1: 11/17/259 hours ago

Leave a comment
Log in with itch.io to leave a comment.