Bumped it up to 10%, as I have finished a lot of the lore, the core story, and the core engine is done. I have also tuned the "deed" or "alignment" system. I don't like either of those words, but they get the point across. Ill explain.
I am currently unhappy with the way choice is presented in modern games, and I really dislike the good/evil meter present in a lot of titles. With Antlers, I am instead changing the environment around the players actions instead of the player. Whenever you do something that is considered... obedient by the game world, it helps you proceed more easily. The next puzzle you run into may be simple and forgiving, with a very straight forward solution. However, if you disobey the direction the game wants you to go in, if you take the path less traveled, or solve the puzzle beyond what is immediately apparent, the game sees this as you defying it, and attempts to make proceeding rooms/areas more difficult. Harder puzzles, pessimistic NPCs, and claustrophobic or threatening environments.
Its your job as the player to forge your own path through the game, to play as you see fit. You can take the easy way from start to finish. You can obey, and follow the trail of bread crumbs the game has laid out for you, but you may not be fulfilled. Some players may be. However, if you make your own way, you stand to gain so much more, but you will struggle twice as hard as those who lay down for the world they are in.
Anyway, I did some rough sketches for the main character, and the village you start in. https://p.twimg.com/Aykqje9CEAAQpYE.jpg
This is Deerhead. Not sure how I feel about him having clothes, or a weapon since there are no enemies in the game. I'm still toying with the idea of using items in certain puzzles. Throw spear to cut rope, use spear to make a platform, etc etc. Seems kind of shallow. https://p.twimg.com/Aykqri1CYAAiY-b.jpg:large
This is one of the houses from his village. They are build out of clay, and have a lot of oddly shaped windows. This is because each house is built to function as an instrument, and when the wind blows through the town, you get this nice bit of music from each house. https://p.twimg.com/AyGk15TCAAEww1q.jpg:large
And finally, this is Visitor. This is a very important character, but until I can implement them properly, I'm not going to reveal too much. http://twohanderstudios.com/wp-content/uploads/2012/07/village-demo-.mp3
Last but not least, here is a WIP song for the village. Gonna have a guy outside somewhere playing guitar along with it. Feels a little sad though, so tweaks are in order!