Falsely Profound
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falselyprofound.itch.io
Falsely Profound
@falselyprofound.itch.io
Australian narrative designer, illustrator, and enjoyer of spooky stuff. Hire me, it'd be funny
https://www.falselyprofound.com/
https://falselyprofound.itch.io/
update: he works in-engine now too. 👍
tween module, what would we do without you
November 21, 2025 at 1:45 AM
I don't remember if bsky got gifs working yet or not, but reworking the dialog sprites for the skele'in is going well 👍
October 23, 2025 at 12:47 AM
that time of year again folks
c'mere let me draw for you
artfight.net/~Falsely
June 22, 2025 at 11:54 PM
Doot dee doo, doing art touchups ONE MILLION YEARS after the fact.
June 18, 2025 at 9:19 AM
By the way, the runes seen throughout the game are a font I made for the project, as part of a cut puzzle where you'd have to translate something without magic. Postjam, maybe.

(Also the sigils are loosely based on Neopets tropical fruits bc I have one personality trait.)
February 26, 2025 at 9:50 AM
The dungeon runs on a grid, allowing doors to link up automatically/teleportation to lead you to the right place.

If you're going North your destination is player.Room+10, South is player.Room-10, etc etc.

The original map was HUGE, so it was important to automate as much as possible!
February 26, 2025 at 9:50 AM
Most things have a 'Tags' String property, allowing me to quickly classify Objects and InventoryItems without the need for tons of variables and checks.

eg: the Knife is tagged as 'thin'. This lets it pass through barred passageways and cracks, whereas the big Godere boulder would not.
February 26, 2025 at 9:50 AM
If yes, it gets temporarily added to cContainer's inventory, which is shown on the Floor Inventory screen.

Since all instances of an InventoryItem share the same properties, it means DUNGEON will forget where any duplicates are and fail to spawn them. But for a gamejam, it works.
February 26, 2025 at 9:50 AM
If you're wondering why the closeup art looks crunchy, it's because I tried to stay off my tablet as much as possible during this jam.

If it was too hard to draw with a mouse it was drawn on paper, scanned, and then converted to 1-bit using PhotoShop (+ the "use custom dither pattern" setting).
February 26, 2025 at 9:50 AM
OMYD was designed with the Panorama module in mind, but it was taking too long to implement. So instead, each room is on a 3x4 grid and a viewport crops the BG so you only see one bit at a time.

This approach plays nicer with HTML5, ScummVM, etc so I'll be keeping it as a setting in future builds.
February 26, 2025 at 9:50 AM
Now that I've finally got a free evening, here's a thread of technical notes for One Million Years Dungeon.

Just the basic mechanics for now. Still, spoilers ahoy!
February 26, 2025 at 9:50 AM
Whew! Bit late, but MAGS January is done. I didn't quite finish my entry, but if you want to check out the jam build you can nab it from the AGS forums here:

www.adventuregamestudio.co.uk/forums/compe...

Caution: frustration.
February 3, 2025 at 11:19 PM
quick let me counterbalance the shock with the art for the actually important rooms
January 20, 2025 at 10:39 PM
Doot dee doo... tileset's comin' along.
January 20, 2025 at 9:03 AM
GameJam status:
- doors remember if you've opened them
- RtZ style inventory closeups
- you can pick shit up and drop it on the ground
- casting a teleportation spell while facing a wall kills you dead, time advances when you die
- if you die all your shit drops on the ground for you to find later
January 17, 2025 at 8:09 AM
Good news: figured out the issue with objects.

Bad news: sprites still fall out of sync with the bg when turning, so they can't be used to cover hotspots. i'm gonna have to convert everything to objects/redo my room templates.

Glad I'm sorting this out early. Tilesets'll make decorating easy!
January 12, 2025 at 12:32 PM
My current maze design is sitting at abt 60 rooms - already a lot to handle. So I'm focusing on making rooms as quick to implement/edit as possible.

Currently using unhandled_event to have doors automatically detect where they should lead.

Inelegant & a bit limiting, but fine for a gamejam game.
January 7, 2025 at 11:49 PM
Spent most of December replaying the Zork point-and-click entries, so my main inspirations for this abomination are the Forest of Spirits from RtZ, and ZGI's incredible death scenes.
January 7, 2025 at 11:49 PM
Messing around with some stuff for January's MAGS gamejam theme. Prompt is "break some rules", aka make an adventure game that uses some of the worst genre tropes.

Hope you like MAZES 🧵
January 7, 2025 at 11:49 PM
I Can't Believe It's Not 2004™!
November 15, 2024 at 9:04 AM
Sup. I continue to be bad at social media so this account will probably only be art and game announcements.

ducky
November 14, 2024 at 7:24 AM