It’s been about a month since my last update so here’s a quick run down of what’s been going on. I’ve been dedicating a little more time than usual to the game lately and decided to increase the number of levels a little bit. This may add some more time to development, but I feel it will be better in the long run by allowing me to expand on the story which will give the player a better experience. I started working on the game in August of 2015 and I think that it will take roughly another year to finish it up, so tentatively it will be ready for release summer of 2017. With that said, here’s what I’ve been working on:
- Finished prototyping level 6, then started over and now have a level that’s about 3/4 done.
- Started prototyping levels 7 and 8.
- Removed the thunder and lightning from all previous levels. It just doesn’t feel right and while I thought it would represent what was really going on, it’s not. I’ll have to rethink it and come up with something new.
- Started implementing SECTR.
- Cleaned up the project removing unused assets and updating others.
- Started recording footage for a new trailer video.
So while the list isn’t that long, the main accomplishment was building level 6. Here’s a screenshot of the basic design of it without all the props added in yet. Thanks for reading, see ya next time!
Hello everyone! Sorry it’s been a while since my last update. I’ve been so busy working on the game, updating the demo, answering emails and replying to comments that I just haven’t had the extra time to write an update. But today I’m forcing myself to do it!
A lot has happened since my last devlog. I released the demo on two gaming sites, itch.io and gamejolt.com and found that it was well received on Game Jolt! It doesn’t seem to get much action on itch.io though which is fine, I guess it’s just not the type of game people want to play who visit that site. But the ratings and comments have been very positive on Game Jolt which tells me I’m heading in the right direction. There have been a few bugs I missed, thank you to everyone who reported them and for making Let’s Play videos because I probably wouldn’t have been able to recreate some of them without seeing the videos. I’ve released a couple updates with some new features and fixed a couple bugs as well. I will continue to look for other bugs and take feedback to improve the demo. I also have a few more special things to add in the near future 🙂 Oh by the way, there’s an easter egg in the demo, did anyone see it?
I’ve taken a break from working on the demo this week and now I’m continuing to work on the other levels. I will probably go back to the demo next week and fine tune it some more and then make a new trailer for the game. After that I can go ahead and put it on Steam Greenlight and hope for the best 🙂 Even if it doesn’t get Greenlit I will continue working on the game and just publish it elsewhere, like on GOG, itchi.io or who knows where. But everyone knows that you reach a larger audience on Steam…
As for the other levels, I have most of the backyard finished and I’m working on another indoor side level to the backyard too. I think people will enjoy it because it also gives the spooky tense feeling that the house gives and will offer some more exploration.
Based on the feedback I’ve received from players on Game Jolt it appears that the game is putting off a serious horror vibe. And while I wanted it to be a darker spooky kind of game, I do want to let people know that it’s definitely not a horror game. I will continue to make it in the style that I’ve chosen but if you’re expecting a Slender or Outlast kind of clone, that’s not what’s going to happen. Don’t get me wrong, there will be some tense and somewhat scary moments in the game 😉 But once the story starts to unfold people will see where it’s heading. Anyway, just wanted to throw that out there.
That’s it for this update, I will get back to work now and try and post another update soon. Hopefully announcing the launch of the Greenlight campaign! Thanks for reading and here’s a teaser pic of what’s to come!
Hi everyone! It’s been a while since I posted an update so I figured I better let everybody know that I’m still here and still working on the game. I had a demo ready to be released to the public this week but after sending it out for testing and getting some feedback I realized there were some small changes needed before officially releasing it. Nothing too major, just a few lighting changes and a little of the story. So once again, I’m hoping that by next week the demo will finally be released. Of course I’ve said that more than once, LOL! But I really mean it this time, it’s just that I’m too much of a perfectionist to send something out for everyone to see unless it’s the best I can make it…
I’ve been working on a logo reveal for the beginning of the game and for videos, etc. I have a pretty good one made to use in videos but unfortunately it doesn’t play well inside the game. So now I’m making another one just for the beginning of the game which should be in the demo. I’m also working on a pause menu and quality settings menu, not sure if they’ll be ready in time for the demo. Since the demo isn’t very long, a pause menu isn’t really necessary, it’s more for future releases. And some quality settings can be set before the game loads up already, they’re just limited. I also added some ambient sounds and some fitting music that triggers at certain points in the game. It helps set the mood and I think I did a pretty good job of picking the right tracks, but I’ll let you be the judge of that.
Other than working on the demo level, which is basically the second level of the game, I also did a little more work on the third level (upstairs of the house) and the fourth level (outside behind the house). I usually plug away at those when I need a change of pace from working on the demo. It’s nice to switch it up a bit, keeps it from getting too repetitive. As far as the upstairs goes, a colleague helped me out with some animations. They came out looking good and I learned some new things. I also finished up the full layout and started adding some props. Out back I added a secret building and a secret asset….and no, I’m not telling what they are. You’ll just have to wait until the game is finished to find out, LOL!
Well I suppose that’s it for now, everything is really coming together and looking good 🙂 I guess I better get back to working on that demo so I can release it for real next week! Thanks for reading and I hope you take the time to play the demo when it’s ready. I have a good feeling about it and I think the wait will be well worth it. Until next time, cheers!
Well I suppose it’s time for a little update since I haven’t really blogged in a while. Everything is coming along nicely and I’ve moved passed the prototype phase. I’m now working on a level which will also serve as a demo for a fundraising campaign I’ll be doing in the future. I’m not sure if it will be on Kickstarter or Indiegogo, I’ll decide when the time comes and research each to see which one will best fit my needs. I feel this is the only way I’ll be able to finish the game in a timely manner seeing how I’m self funding it at the moment. It definitely holds me back as I can’t afford to pay for all the assets or to outsource some of the work involved. I am dedicated to finishing it though whether I have a successful campaign or not, it will just take longer if I don’t…
As far as the game goes, I’ve made a lot of progress and everything is looking good and scripts are pretty much working well together. There are some bugs and glitches of course but I’m slowly getting them figured out and fixed. I’m way ahead of where I was a year ago when I was working on my other game. The learning by trial and error in the past is paying off now. This will result in a much more polished game that I’ll be proud to share with others 🙂
As always, I’ve included a screenshot and as you might notice it looks a lot better than others I’ve posted. I didn’t alter the picture at all, it’s an in editor screenshot, just cropped down to remove the editor toolbar, etc. But thanks to some lighting and better shaders ,the scene has a little more “zaz” to it. Of course it’s not the finished product and I still have quite a ways to go, but I do like how things are looking.
Thanks for reading, I hope you liked what you read and saw. More updates are on the way and as soon as I decide to start a campaign I’ll be posting info on it like crazy to try and get some traffic to it 😉 Until next time, cheers!
I put up a short video of the UI, character controller and various other things I’m working on. I was in the mood to make a video so it’s more of a test of recording and uploading videos than a demo of the game. The quality is only 480p and it doesn’t show much (only 39 seconds), but I still hope you enjoy it 😉