Devlog - 11/16/25
>Hey, y'all! I've decided to try and put out at least one status update a month, in part to hold myself accountable for actually Getting Stuff Done, and in part just to share progress on development as it goes!
>This past month has seen an effort to organize the game's text and dialogue via spreadsheets, to hopefully streamline the process of localizing it when the time comes. I'm hoping to have two localizations ready once the final game is released, English and Japanese. I've been learning Japanese for a while now, so the general translation is well underway, however I will be approaching a professional in order to actually do the localizing, and to proofread what I don't doubt will be chock-full of abominable grammar on my part, lol.
>I have also been looking into Archeia's VXA script repo on github, and plugging ones I feel would work well with the planned features I have for Entangled into a test project. At the moment, my focus is on dialogue face animations, and revising the Journal. I've found candidates for both, however they still present some issues, and will require further testing and adjusting before I can say whether or not I'll be using them for sure. I've also attempted to write my own script for the Journal system, but uh... Yeah, there's a reason I hired someone who actually knows what they're doing for this.
>And finally, on to the things that have actually been implemented into the game!
>The most 'complete' thing I've managed to get working is a proper update to the Body Horror Health System! Now, any time Brooke is attacked by a Pursuer, there is a chance that she will lose an eye, reflected in the Fear Monitor in the top left corner of the screen, as well as in dialogue portraits and her overworld sprite. I put 'complete' in air quotes because while it works, it is quite cumbersome when it comes to dialogue, and I also haven't quite figured out a way to show the damage in her portrait displayed in the inventory menu. The actual event also breaks the flow of the chase a bit, so I'll likely be workshopping that as we go. Regardless, I figured I'd post a small preview of the prototype dialogue portraits to give an idea of how it's going to look.

>Beyond that, I've also been working on a *very* rudimentary Objectives tab in the journal, now you should be able to actually check to see what you're supposed to be doing. As I said, it is a very early work in progress, and still has a few bugs to iron out when it comes to actually tracking objectives, but it is technically working nonetheless. The final iteration will likely be handled through scripts as opposed to VXA's events.
>And that's the progress so far for the month of November! As I said, I'm going to be making an effort to do at least one of these per month, two if enough progress has been made between the middle and end of the month. I'm looking forward to showing you all what we've got underway!
Get Entangled
Entangled
>Please, take care of them.
| Status | In development |
| Author | Luca Bicono |
| Genre | Adventure |
| Tags | Exploration, Gore, Horror, Indie, LGBTQIA, Psychological Horror, Queer, RPG Maker, Singleplayer, Survival Horror |
| Languages | English |
More posts
- Devlog - 10/23/25 - Entangled v.0.9.0 Release24 days ago
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- Devlog - 05/28/24 - UpdateMay 28, 2024
- Devlog - 01/02/24 - Entangled 0.8.9.7Jan 02, 2024
- Devlog - 10/23/23 - Entangled 0.8.9.6Oct 23, 2023
- Devlog - 10/31/22 - Entangled 0.8.9 Halloween UpdateOct 31, 2022
- Devlog - 10/23/22 - Entangled v.0.8.7 Release!Oct 23, 2022
- Devlog - 9/2/22 - Graphics Overhaul Preview #4, Progress Update, and Casting Cal...Sep 02, 2022
- Devlog - 8/20/2021 - Graphics Overhaul Preview #3, Upcoming FeaturesAug 20, 2021
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