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BACKLOG--JUNE/JULY

Uploading these together since I completely forgot to cross-post them to itch! Some relevant updates in regards to work, slowdown of updates, etc

About a month ago I was unexpectedly laid off from my dayjob. It really blows. The main reason I was able to comfortably work on C3R is because I wasn’t relying on this project to pay my bills. Unfortunately that’s no longer the case, and while I will continue working on C3R regardless, I am open to work! If you know of any opportunities in tech relating to data analysis or opportunities in games with regards to narrative, game design, or digital art, I would be super happy to chat.

On to the actual update–despite unemployment hanging heavy on my shoulders now, I spent quite a bit of time on Sepsis’ level design and have finished placing levels from 1-4 (there are 5 levels in total). Level 5 is dependent on some other design choices, but all other levels are set up to handle exploration, camera rotations, and triggers that will load players into puzzle scenarios.

I’ve also hooked up 2 of 3 possible puzzle scenarios in level 1, so once the third scenario is hooked up, it’ll be a matter of replicating that in each level and iterating each puzzle. Then the final step there would be integrating the save system to make sure progress works as expected.

Between job hunting, taking care of a lot of admin work (and honestly, playing way too much Zelda), and making sure I’m also taking breaks, progress on C3R is going to slow down a bit. I am still aiming to have a demo available this summer, but since the nature of this project is that there is no fixed deadline, I’m not going to force anything through unless it’s totally ready.

Since the start of June and now, things have been a bit quieter–I’ve been keeping busy with applying for work, as well as enjoying some of my hobbies and trying to take things slowly.

Currently, I’m going through some older UI assets and updating them to make sure the style matches across the game. Here’s a revamped version of Splint’s profile image for dialogue boxes (before vs after) :

I had done this with Sepsis’ profile a few months back as well, along with adding a couple more expressions, which I’ll also do with Splint:

On the more technical side of things, the priority for this summer will be testing the dialogue system and making sure the script can be imported with little to no issue. The more taxing part of the game dialogue-wise is definitely REBEL’s route since dialogue is its main mechanic, though with BARRETT’s gameplay shifting just a bit, it’ll be important there as well. On the other hand, SEPSIS’ dialogue will be pretty straightforward and activated in a fairly linear way.

Thanks for reading!




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