Eldritch 2 is coming to Steam! Please wishlist it here.
It’s been a fun week tackling an odd array of tasks as I get back into the flow of working on this game.
- Monday: I revisited my localization pipeline, to add support for CSV files in addition to my existing support for PO files. I also addressed a long-standing issue where every localization file got recooked any time I ran the cook process, even if no text had changed. It wasn’t causing a real problem, but it bugged me and I’m glad to have it fixed.
- Tuesday: I put together some notes for a pitch deck and started figuring out what I would need in terms of non-placeholder art.
- Wednesday: No work on Eldritch 2 as I was busy with job applications and interview stuff.
- Thursday: In order to support some of the goals of pitch deck art, I decided to finally give my NPCs some animated eyes. It took a while to nail down a style I was happy with, and it’s still a little odd after playing the game for so long with faceless characters, but it adds a lot of life. Late Thursday night/early Friday morning, I also revised my dynamic music system to layer in a rhythmic combat track when enemies are aware of the player. I’m not sure it fits the mood of Eldritch but it’s something I’ve wanted to evaluate for a while.
- Friday: I built a rough model of the player character Elle, mainly to use in art for a pitch deck. Her model wasn’t a high priority otherwise—this is a first-person game, so the opportunities to see your own character are going to be rare if they exist at all—but it was nice to get back into Blender.
With the work on NPC eyes and Elle’s model done, I put together a little homage to the original Eldritch‘s key art (by Kale Menges):

Next week will be more pitch deck work, more Blender-ing (aiming to finish a lot of assets that are currently using placeholders/proxies), and maybe some level design.