my attempt to complement the main story with environment storytelling

Started work on some promo material.
In this gif I also test some of the animations like shooting, swapping weapons on different armor skins, zombie death based on with what weapon they are killed etc(if they die by shotgun they explode into parts and if they die by rifle the dead body appears and so on).I also now have a better perspective on weapons personalities since each weapon displays another type of UI for ammunition + characters personalities with comic popups text triggered on certain events(gif is a bit small so they are not very visible)
Any suggestions for other promotional material gifs within this size and short length?

We decided to remake the tutorial.
In the final version, we are going to make the road animated & loopable while conversation and basic instruction are issued within the APC, also we plan to combine them with the story.
The main inspiration for both interior and exterior of the squad APC is:


So here it is:


Can you guess from which movie is this from? :)
So, the tutorial is now in the final implementation stages.
Few notes:
- tutorial miss one is for basic controls learning mixed with a bit of story and setting out the mood of the atmosphere
- after the first-time player finish the tutorial he will get an achievement for it that will have as a reward a skip tutorial button unlock for next time he starts a new game(I want all achievements to give rewards that boost re-playability)
- in the tutorial mission, 1 player will be outside any danger but in mission 2 he will have a small taste of danger
- I want everything the player does to feel like a reward, for example in order to unlock the interface player must press some buttons in the command APC. He can choose(optional) if he already wants to move the mouse on them and see the tooltips now or later
Screenshots of the 2 tutorial missions


Edit:
and vehicle version for cutscene and normal maps

Mockup/little spoiler for one of the upcoming bosses in Chromosome Evil.
Not much time to post lately, lots of stuff happening in the background of this development, good and bad.

And tactical map design for this scenario.
You will need to excuse me, the text from the design pic is full of mistakes and hard to understand, it is meant to be only for my eyes and programmer eyes. So as you can see we are pretty chaotic but it works just fine, we have a lot of history behind so on this final process of development we are going to work guerilla style.

Since our game is made in C++ and all shadows and lights must be hand drawn/animated, I now resumed some of the light "systems" polish. On the good side, with such a system the game will basically run even on a potato computer.
My aim here was not to create realistic lights but rather atmospherical ones.
- top layer got an alpha object with main shadow shapes
- all walls and big objects generate a shadow PNG
- light object shapes used to cut through the generated wall shadow
So each time a map starts the game will generate one huge shadow / light layer PNG. We also got light animations that we had to fake trough some torture procedures.
So here are a few possible shadow/light combos that we use in the game. Hope you enjoy

UPDATE.
We have now the final scenario design. Please note that the game will have a high re-playability value core pilar. SO in addition to the 4 main endings path, those endings will also have 2 additional endings based on secondary vaccine and satellite quests + a variation based on player choices in random encounters. Also, all days between main scenarios got high random elements. In addition to this, we also got a starting quiz that will affect player start bonuses and also we made all achievements to give rewards on new games.

So I have a few minutes so I was thinking to share a bit of the game history.
The first instalment of this game was made in flash and it was my second flash game made(i think it was in 2011 and was called "awaken front line"). I collaborated with Sergey D. , the game got featured on Kongregate, Newgrounds and all major flash game portals. And here is how it looked like back then:

[...some more flash games made and experience...]
Then flash died and I had to migrate to PC / Steam, for me it was like "WOW" I could not even dream of reaching Steam but since I had no other choice I thought to myself I can at least try. So it took me 8 months of development to make the first PC version of this game series, I had 3 programmers abandoning the game and only 4th one managed to finish it, Dmitry N. and because of problems the game did not get polished, did not get balanced, had very little content, had bugs ... BUT ... despite this, the people loved the concept and I managed to get a positive rating and give more than 100k units. and here is a screenshot of it:

[ ... more history that I do not have time to go into details, I made and released more Steam games not related to this project, some via publishers and some via self-publish...]
and then I got back with my default programmer and mentor Sergey D. to make this game as truly intended from the beginning. Took us 4 years so far but luckily I had some funds from my other game releases to survive and a day slave job. SO here is the evolution to compare with the current version of Chromosome Evil:

Hope you guys enjoyed this little history page :)
UPDATE.
And here is the first actual screenshot for the above Lovecraft tentacle monster design + scenario design above.
The outside area is not polished and I will probably replace the outside urban theme with farm theme to be more related to "he who walks behind the corn" aka the movie "Children of the Corn" . ALso, I want to make it darker and more horror.
Will add soon some gifs and a final map layout screenshot.

UPDATE time
Ok, so I removed the urban theme and replace it with a cornfield/farm theme. It is still a work in progress, I still need to add some details in the building and on the outside zone.
I think I will remove the trees.
On the lower side of the map, can you find an easter egg here?
Hint: from a movie

On the upper side of the map. Also if the monster is killed player can use that off-road to move forward.
Can you find another easter egg here?
HINT: from a game

And here is the monster emerging from the upper side

Did some more map polish so it is time for some gifs (still not 100% done)
The exit corridor is full of dead bodies from the first strike team, the bodies and dead tentacles are inspired from the hive from "Aliens" with a mix of "The thing" creature design. We also added some basic animation of bugs and flys on dead bodies + the animated fog.

And here is the actual Lovecraftian Alien creature.
I only did basic breathing animation and a bit of rattlesnake on his tentacles. The eye rotation is code-based and always rotate towards the target
Monster got 3 states: idle(vulnerable), tentacle attack(most deadly), and birth(spans worms, the one I used in the screenshot).
Also, you can manually target the barrels to deal extra optional explosion damage, oh and also if you do not kill the worms fast they grow

hope you enjoy
I think of starting a small development blog series about How can you add horror/thriller in a real-time tactical game.
Big idea is to use different phobias but in a smart way.
EPISODE 1
- BUG PHOBIA: in most residential houses maps there is old food so each time I place 1 or 2 animated bugs, sublime to appear from time to time from under table nothing too exaggerated, sometimes I also combine them with some animated fly`s but in this current map I want to really mess up players with BUG phobias so under the animated light that flickers from time to time I placed a huge amount of bugs. I also plan to later make a room full of bugs that the player must move his squad through. Note that bugs do not have any mechanic, this is purely psihological
- MIND PLAY - PSYCHOLOGICAL: during this stage, the player does not know anything about the creature's origin, it can be a religious factor, military experiment, alien factor, and so on. So in this map, I placed a pentagram to encourage religious plot affirmation but then again under the flickering light I placed some dead tentacles coming from the wall that can also move the mind toward a Lovecraftian type of plot and not removing the idea of an alien invasion either, I mean the pentagram can be just the work of a madman.
-MIND PLAY - MECHANICS: in most residential maps thing is simple, you enter the map and zombie type enemies start coming according to your aggro level(aggro level is based on how the player plays the game) but if you enter on this map with lower then LVL 3 aggro, no monster will come, the player will not know this so he will always be on edge, and if you enter this map with aggro LVL 4 or 5 then very strong monsters will come, the kind of monsters that the player will not normally encounter. Basic by doing this I train player's minds to always have a certain fear/caution of the unknown.
- MAP ARCHITECTURE - CHEAP SCARE JUMP: this is one of the very few bathrooms that got a dark edge from where monsters can come, note that after many of the other buildings exploration if the player sees the bathrooms and dark edge but never had any monsters come out from there he will have a nice surprise when this design element will be different this time.
- MAIN MECHANIC: the player can always leave the building whenever he wants but then he will miss out on the looting rewards, this will be placed in balance with perma-death and unique characters that the player can get attached to (either because of invested equipment in that character, or past history or purely by personality trait based on text lines) so the player will try hard to keep his squad alive and will always be on edge of decision making.


Hope you enjoyed
PS: I do not know if I will continue this series because soon I must concentrate my attention on marketing and actual scenarios + ending + loot more work :(
So I received feedback regarding the thumbnail of the Chromosome Evil steam page. I took it very seriously so I remade it.
Old:

Iteration A
I am not happy with this but I wanted to share it

And now final iterations, I got 2 of them, the only difference is the font, maybe if someone wants to help me out can vote one of the 2 so it would be easier for me to make a decision:



MARKETING.
I thought about also sharing with you guys some marketing experience mostly because I assume most of us do marketing themselves so it automatically becomes part of the game development. Correct me if I am wrong and I will try to avoid marketing data in the future and resume to just clean game dev.
So during this post, I want to :
- point out the importance of knowing your target audience
- the importance of having good promotional material
- my personal experience with Facebook groups promotions
- some Facebook algorithms
Ok, let`s start!
------------------------------------
First-round
I recently remade my Steam thumbnail and what better way to get some promotional material than this?! Also please note that this information is strictly resuming to Facebook groups.
I first posted in pixel art theme groups on Facebook. Why? Because I try to aim for the target audience and what better way than to start on a place where people love pixel art(since the game is also pixel art) and here are the results from day 1:
Pixel art + 35k members = post got 330 likes 30 comments 17 shares
Pixel Art 29k members = post got 111 likes 25 comments
Pixel Art Heaven = post got 136 likes and 22 comments
Results: 1 follower and 20 new wishlist additions
Conclusion: I am not some high tec guru dark star fapfap button Wizzard master developer, no, I am just like most developers so when I start to see so many like per post I was very excited, normally my posts on those groups get per average 20-30 likes, I was having high expectations for a wishlist so I was a bit disappointed when I saw only 20 new additions. It can also be the fact that some of them already had my game on wishlist since I posted there before from time to time about the game. Anyhow it was a good result and I strongly recommend you make smart posts, for example, I only stated in the post I made these pixel art banners but I did not put any links in the description so people actually asked for a link and only after that I edited and added the link, so try hard not to be a hit&run poster. Also if you want to keep your post up, respond to comments a few days after so that your topic gets bumped up. Please also consider I did not include the private messages received based on this.
-----------------------------------
Second round
So why haven't I posted in all FB groups the same day? Because of Facebook algorithms, for example, even though I made the new custom text for all posts, I did have the same 2 pictures uploaded and if facebook sees you post the same comment too many times it will automatically warn you and mark your posts as spam. The second day I decided to target Xcom players because my game is heavily inspired by Xcom, I am not talking just about some art and 1-2 mechanics, no I am talking about the overall game design and the majority of features, heck, my game is basically Xcom in real-time. And note that I posted same 2 picture but I adapted the text, Here are the results:
XCOM players 4k members = post got 80 likes 50 comments
XCOM: Enemy Withinposting 400 members = post got 14 likes 3 comments
Xcom 2 2k members = post got 40 likes 8 comments
Results: 10 followers and 80 new wishlist additions
Conclusion: Based on pixel art communities results, I was expecting around 8-12 wishlist additions so when I saw the results it was clear for me, I first yelled some mumbo-jumbo spartan DarkStar Sailormoon Voltron lines in a weird language then I realized that even though the pixel groups were A LOT bigger then Xcom ones and that I got more engagement on them then on Xcom ones, the more I get closer to the target audience the bigger the conversion rate is. So I strongly recommend hard research on the target audience before starting marketing. I believe it is the same s**t with wishlist conversion rate into sales, as in if you get wishlists from giveaways and from people who meh or are casuals the conversion rate will be lower, and the more genuine wishlist audience you got the more the conversion rate will grow.
-----------------------------
Third round & forth round
At this point, I included both 3 and 4 rounds of Facebook group marketing because the results are non-existent. Round 3 was aiming toward casual gamer groups and round 4 was aiming toward Indie Game developer groups and other small pixel art groups, same promotional picture + adjusted text. Please notice how huge are some groups, how small, and how that factor is truly not important when it comes to smart marketing and knowing your target audience. Results:
Indie Game Promo IGD 56k members = post got 9 likes 3 comments
Retro Indie Pixel Game 9k members = post got 12 likes 1 comment
RTS game lovers = post got 2 likes
and other groups not worth mentioning
Results: not even worth mentioning
Conclusion: And for the casual gamer audience, I targeted PC gamer(more than 30k members) group, steam gamers, and so on BUT and it is a strong BUT here, I got 1 or 2 likes per post in these groups, now you are going to say "awww then this is a waste of time I will ignore those groups" and after you say this I will strangle you because you know nothing, Jhon Snow! Why? Some time ago I made TAURONOS game and that game had casual players as the target audience, the thing is that I got good love on this casual player audience group for that game specifically because that was its target audience. So in conclusion: Know your target audience & do not be a spammer that does hit&run, be smart about it and you will avoid wasting time on promotions that will bring no results. Time is very important. Now I am not saying not to post in Indie game development groups but I am saying do not post in Indie game development groups unless you have too much time.

If you got any suggestions/feedback on what I did wrong please do let me know. Also please do not think marketing resumes only on Facebook, if you like this post I will try to share my marketing up-to-date experience for all platforms and marketing-wise related stuff such as email marketing, PR, marketing plan 1 month before release, and others. NOTE: I am not perfect and this is just my opinion & personal experience
Hey Xcrypt
I do have a studio company(LLC) account for Facebook: https://www.facebook.com/16BITNIGHTS/ but when doing promotions on certain groups I found that it is more effective to use my own account, it makes things look more personal and not so sterile, maybe if my company was very big I would have used my company account but for the level I got, it is better to be more personal. As an extra note, my Facebook account is just for business, I do not use it for family (if you want you can add me here: https://www.facebook.com/Neon.Cyberpunk/ )
If you have any other questions or suggestions feel free to point them out