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Graveyard: The Shift - Devlogs

A topic by Jackyfied created Jan 15, 2023 Views: 261 Replies: 5
Viewing posts 1 to 6

Graveyard: The Shift - Survival-Horror Story Rich choices

Graveyard the Shift is a game that was in the beginning started just with me, and me putting some voices into things, I didn't actually expect to really get much going out with it, and it kinda died out for a while. After quite a bit of time, I stumbled upon it, and I thought I would start making on it again and create a spark, and did it create a Spark? YEA IT DID!

The game is a Survival-Horror game that will be heavily story based, depending on your choices it can go from one direction to another direction, with different kind of endings and paths to take, there will be a lot of hidden objectives and things to go through and find and depending on what you do or find another path may be taken! Graveyard the shift has been worked on for about 3-4 months by now, and has now created a team of dedicated people, ranging from voice actors, to Artists and music composers to Creative writers for the story, we currently hold a team of 8 people in total!

Play the demo here; But keep in mind it's a very very early, rough outlined demo, there isn't any story to it when I feel ready or the game gets released there will be another demo out to show all the new stuff but there is still updates posted around, which will be posted here, on Discord and on Twitter!

Most recent view on complete Design and Texture Overhauls
Latest gameplay video(Outdated graphics/visuals since last changes though)

Voice Actor at work part 1
Voice Actor at work part 2

Amazing Features we offer;

- Objectives and tasks to get through the empty moments!
- An archievement system which will be much more archievements!
- A story rich game/environment where your choices matter!
- Currently will hold 2 languages, being English and Danish(Probably will get some more translators later off)
- Day and Night system(Although you will only experience the night part for the time being atleast!)
- A cloudy and foggy environment to create some more scary/dark ambient environment
- A way to hide from each creature, or fight them back
- A variety of different creatures that will have to be fought in different ways
- Much more to be and come!

I forgot to state, we actually have a roadmap/changelog on trello where you can follow the process better for what we don't report or immediately report elsewhere!

https://trello.com/b/8C2ez3Mg/jacky-studios

Character designs is starting to be changed for a higher quality, there will soon be more pictures, but I'm still waiting for everything to be prepared for show for the next Beta Version.

- Fixed E-Spamming Bug when holding the bible in the hand, so now it wont restart the condemning when Clicking E when already going.

- Patched up double jump bug

- Modified jump height

- Modified script so you have to be within a certain range to compel creature

- Modified footsteps so it doesn't stop immediately after stopping walking

- Changed 3 random positions creature will respawn

- Patched Animation Issues for creature

- Patched Attacking range for creature

- Modify runspeed to be slightly faster

- Modified Save system to save the latest position of the player.

- Patched bug that flashlight battery meter didn't go up when reloading flashlight with a new battery

- Modified Inventory system, so now there's no specific slots for each item, they will pick whichever slot is free


- Added player Objectives to use time on when nothing happens

- Added a Stamina bar to see Stamina

- Added a more satisfying environment to look at

- Added a zoomout effect when player is running

- Added a range on how close/far you have to stand for zombie to despawn

- Added a random location for flashlight to spawn everytime

- Added a new better model for creature

- Added more objectives to get done, adding up from 4 to 6 different random events

- Added Archievements to the game

- Added a loadingscreen to load all the game assets to prevent lag.

- Added a battery for flashlight

- Added Visual settings so people can lower the graphics for the game!

- Added the 5 days of work to go through to succeed the game, the longere in the longere the session is!

- Added batteries for the Flashlight when it runs out of power.

- Created a zoomout effect when player runs, to give the emerssion of player running faster.

- Added system to save Sound settings, so player doesn't have to set sound settings everytime they open the game.

- Paused all audio sounds when game is paused, so it doesn't play no matter what.

You can watch how far I've come so far, as you can see still quite a bit to add Such as George, I also need my voice actors to record the voices for all the choices and have patched up on some animation(s) and figure out why the settings don't work as they should particularily sychronization and why Resolution and Screen Mode doesn't work in the Main Menu and Startup Sequence scene, but besides that it's pretty well and functional! Much more playable too than it used to be! But my Beta Testers will soon get that fixed version out to test out the game!

We now have started to get quite a decent sized team, with multiple music composers, voice actors, programmers and a few designers both 3D and 2D meaning there will soon be a bunch of updates ranging from Pictures, to soundtracks to a bunch of other things!

(1 edit)

We have played a bit with graphics within the game, and proud to say once again we have improved the overall look and design of the game. Sadly we couldn't go along with HDRP, as certain materials did not want to agree on converting to HDRP(High Definition Rendering Pipeline) or even URP(Universal Rendering Pipeline). But we managed to change the design even without all of that! The first picture on top is how the game looked before, the middle(second) picture will be the HDRP how it would have looked with those who accepted HDRP, and you will see some pink which is missing textures. The last picture is how the game looks now!

Keep in mind, the last picture does not even hold more light than the very first, it is just designed better for the environment effect etc.