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FEBRUARY 2024

Wanted to wait until a little later in the month to post another update, just because I've been catching up with some tasks and working away on a few things!

For the next couple of weeks I'll be focusing on storyboarding the final sequences and cutscenes for each route. I find storyboarding a really crucial element (thank you animation classes) to understand pacing and layout and also figure out if the sequence is something that can just happen in-engine or if it's better to make a whole separate video cutscene for it.

Zoomed out, for your spoiler-free convenience

Generally I do have cleaner storyboarding thumbnails but I kept it a bit "looser" to allow for a better understanding of movement/composition. I like to just make quick sketches and scribble arrows/notes on the canvas to see where the camera would move next.

Not all routes are going to have these many thumbnails--since Sepsis' route is the one where you technically see the characters the least (because of the first person camera), I wanted to make the final cutscene a bit more dramatic and drawn out. On the other hand, Rebel's route most likely won't have this type of ending cutscene because their route is already very heavily focused on character dialogue-driven mechanics, so it's a bit easier to set up a cutscene that just happens completely in-engine. Similarly with Barrett, hers might not be as thumbnail heavy.

Which is more than fine with me--my main goal for February is to finish storyboarding out all the remaining sequences, then spend March/April drawing up all these scenes and setting them up in-engine.

Speaking of! Some more general cleaning work is going on in the build (thank you Nico) which is going to be super important for stability later on/pretty soon.

Though on the exterior it might not look like much, things are progressing!! Thank you for reading and following along with this project--and hope to bring more updates next month.

- Santo

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