Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Yanlucas

23
Posts
4
Followers
13
Following
A member registered Jul 10, 2021 · View creator page →

Creator of

Recent community posts

english is my second language
im quite good at it, i just self learn it wrongly in grammatic ways

a really nice metastory,perfecly balanced 

a really nice metastory,perfecly balanced 

thoses guys where far too good at their jobs for their own sake

good thing they already surrender their sanity to the lords of havoc

thats a story i like,rather meet death in combat than in starvation
let us invite the enemy to a warmt embrace of our guns

survive no matter what story, nothing much more or less

story that ended right where it needed
such precise and calculated blow, i love it

like the portrail of the necromancer in this one, someone focus on the balance between life and death, but still seen by the religious ones as just another one of thoses that disrupt the rightfull rest for their own gain

my son, as instructed, let thy beast enter, my halbert is hungry and shall feast uppon the blood of thyme enemy

excellent description of the tech,  high stake story, set up for a long journey to come
i really like this

double let them im, very nice 

it would really benefit of bein alongated into more pages

nice recruitment tatic
too bad only two elfs of a entire colony can take a joke

lovely job at diplomacy by both parts,  and the smallguy happyness by learning he'll get to roadkill rusty buckets put smile on my face 

love how pragmatic the leader is, see a caravan lost near its border and thinks, hmmm, would be good to have imported goods again
bein a mummy undead under his command must be nice

love how the let them in theme married so well with a last stand story

at one moment i was even expecting the soldier to shoot himself before he turn completly into the hive, really spooky stuff

bucketlist of fixes ill try to do before the next jam start, list is organize on priority

- make the notes more obvious(press n to see notebook maybe, also a fisical note on desk)
copy fnaf cof cof, i mean take inspiration on how that game scale the spooks per nights
- learn how2door ( maybe even do fancy stuff like show that the door is locked 
- fix the hidin under desk thing 
- ajust the shader (make a slider in option if i can, if not just cut in half the opacity of screen effect) 
- add more models, sounds, music, and stuff to make game pretty

not on any priority but ill make em alongside
- send it in compress folder to avoid problems related to .rar files
- make a hud with useful intel, like how many statues you destroy, status of a room, a clock and other visual guides
- make double sure things are clearly communicated,typos fixed and words are organized in propper english 

lovin it ^w^

first day: did a blockout of the level, grab the postprocessing shader and once i was happy with the level layout and how the material interract with the screen filter i added, i call it done and go for a nap

second day: model all the assets of the highest priority, stuff that i will need, aka a office desk and a lampswitch, if it was more, and start the code related to thoses objects while jugglin attention wacthing tennocon

day three: start to work on the first spook, but have a lot of problems with linking my blueprints,  and thats nescessary because the hidable desk is a blueprint and the monster is another, thanks to my chad boss i got it to work

days 4 and 5 was mostly workin on the other events, adding simple models as nescessary and makin sure things work properly, in hinsight i fail to check the lights but at least no gameover happen because of a bug(or is yet to be reported)

day 6 almost the last day, so its just add a few touches, make a cool menu, game over screen, add some sfx and substitute the print strings with said sfx and a test cook to make sure game work, and tomorrow add more ,fluuf right......

7 day: took me the night of the 6 day and almost all of the final day to finally figure out why the cook left me..., curse u unnused variables, once nightmare was over i have another problem that i could not build the game because i didnt have visual studio..., so yeah no time for floof

i swear first time i did doors with phisics in unreal they work wonders, just move trought them and they rotate
somehow, following the same tutorial, they got really janky to...

that was a trick i didnt know about
since junior/middle school when i have to do some homework on pc and send it via email to a teacher or send inside a pen drive, i could aways count on simply usin wirar for that, so it fly over my head that .rar may not be a good file format

noted
thanks for feedback, least for a post jam version ill make sure to fix thoses

besides vanity stuff like more assets, music, sounds, and so own...

 three systems, the the nightmare that was cookin the game make me afraid of open the blueprint

the first is making so if there was more than 7 of a certain statue game over for you, thecnically i can, the problem is that i cant because the game didnt count when said statue was destroyed

the second is unlockable notes, with some flavortext about the ghost that haunts this place,  the guy that work before you, maybe a note about how the doctor was ready to end his day but saw a strange statue out of nowhere

third and definelly one that i wanna work is make the game winnable, and custonizable, like you play the shifts for a week, each night harder than the predecessor, and at the end you get your pay and leave or play a bonus 8 night with custom parameters, but rn the game is only survive as long as you can