It's happening! Aliens are RIGHT here, PROPER alien invaders, and they are planning to take over Earth. Mean and green? Yes. Hatching their troops from gooey eggs? Oh, yes. And that whole thing with the plant pods, the body snatching, the screeching and
the acid blood, the telepathy and that invulnerable extra sphincter? Check, check and double check.
Lost Craft optimistically resurrects:

An alien fleet makes their home right under a ramshackle asylum because you gotta have a sinister home base. It's a matter of style. And they have a plan. An evil, secret plan, deliciously overcomplicated and with just enough wriggle room to fail.
Enter Willow, Earth's last- and best- hope.
She knows the plan. She can save us all if she plays her cards right. Unfortunately, she's several cards short of a full deck, and an ace up your sleeves isn't much help when you're in a straitjacket.
So, er. Hi. It's been a while... and here I am again, with an old idea and some fresh optimism. I recently got back into AGS; and what better way to properly get back than, you know, making a game maybe? It's a thing I'm looking forward to. t's really been a while.
Some of you may remember an old prototype of Collateral Jelly, which started life as a 640x480, hand-drawn point-and-clicky thing that never got anywhere. And I found a way to fix that- just going full retro. It's what I do best.
Some early WIP screens for your consumption- more to come. I'll make this a proper project with dev diary and everything.

Alien body snatchers, teleporter mishaps, and offscreen flying saucers- the 80s called; they want their tropes back!

Meet Willow- a perfectly fine lass with impeccable fashion sense. Cotton never goes out of style!
Proper Progress Percentages:
Story - 95%
Scripting - 30%
Graphics - 10%
Sound/Music - 0%
Collateral Jelly will be available for puny human earthling enjoyment end of 2019.
Developer's Diary - Febuary 24
The game's reached a point where it's worth showing around. It's basic stuff but robust, reliable and I even found my favourite speech fonts on an ancient USB drive.
I got back into scripting by making a custom "BASS" once more, just to see if I could still do that. The boilerplate stuff is out of the way, there's two rooms and some objects to play around with, and at least static views for the main characters. It's looking promising, and this time I do have a simple plot with a couple of interesting challenges that come from the nature of the protagonist. Willow has only limited inventory space and can logically not fully use her hands, which makes for logical restrictions I'm really happy with; restrictions like that lend themselves to really, really oldschool stuff like stashing items somewhere, and having to convince people to help. I have also set up the code for a "mood system"(which I already played around with in the first build)- Willow will react to alien invaders and everyday challenges mostly depending on her current state of mind, so there is a lot of room for puzzles that are not your traditional use x on y.
All said and done, this has really got me excited again. Coming back after such a long time, I feel like a noob again, and just making and not caring too much for "perfection" seems the way to go.
Developer's Diary - March 03
The week has been good- I got most of the plot sorted into a nice sequential order and the first "chunk", which serves as intro and tutorial for the game, is completely scripted. I'm playing it very safe here and included different types of puzzles to showcase how some stuff in the game is non-traditional (and hopefully fun!). I know that I tend to be very, very wordy and did my best to hand over control to the player as soon as possible, too.
The whole process is still very "rough-and-ready"- I don't make final graphics for rooms and that means there's not too much cool stuff to show yet.
Made a nice little speechcycle though; take a gander!
[imgzoom]https://i.imgur.com/OeqkHeG.gif[/imgzoom]
the acid blood, the telepathy and that invulnerable extra sphincter? Check, check and double check.
Lost Craft optimistically resurrects:

An alien fleet makes their home right under a ramshackle asylum because you gotta have a sinister home base. It's a matter of style. And they have a plan. An evil, secret plan, deliciously overcomplicated and with just enough wriggle room to fail.
Enter Willow, Earth's last- and best- hope.
She knows the plan. She can save us all if she plays her cards right. Unfortunately, she's several cards short of a full deck, and an ace up your sleeves isn't much help when you're in a straitjacket.
So, er. Hi. It's been a while... and here I am again, with an old idea and some fresh optimism. I recently got back into AGS; and what better way to properly get back than, you know, making a game maybe? It's a thing I'm looking forward to. t's really been a while.
Some of you may remember an old prototype of Collateral Jelly, which started life as a 640x480, hand-drawn point-and-clicky thing that never got anywhere. And I found a way to fix that- just going full retro. It's what I do best.
Some early WIP screens for your consumption- more to come. I'll make this a proper project with dev diary and everything.

Alien body snatchers, teleporter mishaps, and offscreen flying saucers- the 80s called; they want their tropes back!

Meet Willow- a perfectly fine lass with impeccable fashion sense. Cotton never goes out of style!
Proper Progress Percentages:
Story - 95%
Scripting - 30%
Graphics - 10%
Sound/Music - 0%
Collateral Jelly will be available for puny human earthling enjoyment end of 2019.
Developer's Diary - Febuary 24
The game's reached a point where it's worth showing around. It's basic stuff but robust, reliable and I even found my favourite speech fonts on an ancient USB drive.
I got back into scripting by making a custom "BASS" once more, just to see if I could still do that. The boilerplate stuff is out of the way, there's two rooms and some objects to play around with, and at least static views for the main characters. It's looking promising, and this time I do have a simple plot with a couple of interesting challenges that come from the nature of the protagonist. Willow has only limited inventory space and can logically not fully use her hands, which makes for logical restrictions I'm really happy with; restrictions like that lend themselves to really, really oldschool stuff like stashing items somewhere, and having to convince people to help. I have also set up the code for a "mood system"(which I already played around with in the first build)- Willow will react to alien invaders and everyday challenges mostly depending on her current state of mind, so there is a lot of room for puzzles that are not your traditional use x on y.
All said and done, this has really got me excited again. Coming back after such a long time, I feel like a noob again, and just making and not caring too much for "perfection" seems the way to go.
Developer's Diary - March 03
The week has been good- I got most of the plot sorted into a nice sequential order and the first "chunk", which serves as intro and tutorial for the game, is completely scripted. I'm playing it very safe here and included different types of puzzles to showcase how some stuff in the game is non-traditional (and hopefully fun!). I know that I tend to be very, very wordy and did my best to hand over control to the player as soon as possible, too.
The whole process is still very "rough-and-ready"- I don't make final graphics for rooms and that means there's not too much cool stuff to show yet.
Made a nice little speechcycle though; take a gander!
[imgzoom]https://i.imgur.com/OeqkHeG.gif[/imgzoom]