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If in doubt, draw...

David Rutland

I've had some trouble developing the story and puzzles after the first couple of areas.

Originally, Day of the Worms was designed as a multiple-choice text adventure game, and it worked well as that. Translating it to a point-and-click adventure should have been straightforward.

To a certain extent, that has proved to be the case, but getting the feel right has been difficult, and honestly, my initial enthusiasm for the project hasn't been what it was when I started. Which is why no updates since June last year.

The solution I've come up with over the past week is simple: draw.

That's it. Just draw something every day. Draw furniture, tree stumps, hanging baskets, animals. It doesn't matter - it'll fit in the game somehow.

It's working. I have a beautifully fitted out polytunnel with a variety of plot-relevant plants to harvest and use, and I've half a plot for the next area - based on some trees that I drew. It's cool. It works.

The art comes first now, and it informs the plot. The skeleton that was the text adventure is getting some additional meat on its bones.

Here are a few I've completed recently. Apologies for potato quality photos.