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Dev.log.4: The crunch is real. What i've been up to and big announcements

A topic by etemeh created Mar 12, 2024 Views: 214 Replies: 4
Viewing posts 1 to 4
Submitted

Hello, Etemeh here.

Remember the plans i made on Saturday for the rest of the week?

Well... about that. Look, honestly i want to deliver to all of you a polished, good and interesting game. However, i couldn't do any progress on the game on Sunday because of unforeseen plans (I don't live alone, so my daily life is also connected to my parents routine), so this means that, for the moment Day 4 and 5 remain UNFINISHED. When i say unfinished, i mean that im barely starting on the script for day 4 and i haven't even begun on the programing for day 5. The single reason why I am NOT scaling down is because i cant really think of a way to end the game on day 3 or 4, since day 4 contains important content for the ending, and day 3 is barely the main "Bonding" section of the game, so there's no stakes if i cut it out there.

With  this being said, i might as well share some of the things that have been made in the conceptualization of this game:

  • First off, i want to go over the main story of the game. The original Idea was to make a "Dating Sim" of sorts, where you fell in love with a monster you created in your lab (The idea would be inspired by films like "The Shape of Water", were a lady falls in love with a sea monster). This was a fun idea, but then it raised the question, what would you even do? The lab setting was a bit too formal, so the next idea was... still a lab. But in this case, you would play as a test subject in a trial. Even though the testing area was going to look very cozy, almost like a living room of sorts, it didn't feel natural. Of course, the area was artificial, so what you would be feeling in this version probably wouldn't even be love, it would be like... odd infatuation. In the end, I came up with the idea of having the player having a clandestine lab in their basement, and that THAT was where the monster was made (A lab at the end of the day, but way more casual). I also ended up dropping the idea of "Love" and instead decided to make you "Befriend" the monster, but of course, to make the message come across to the viewer, i had to design a good monster.
  • Therefore, Mission "Design an abomination " was started, where i made a couple of versions of possible monsters and showed them to my friends. These were the designs:

Desing 1 was generally liked by most of my friends, and so was desing 2 with a gaping mouth or the many eyes and deformed mouth of desing 4. Desing 3 was nice, but it didnt seems feasable, specially for something intended to have grown from a petri dish, and desing 5 was cute, but I was looking for "Horrible Abomination", so they were both scrapped. And then, i proceeded to create a desing that encapsulated the best parts of Desing 1, 2 and 4. So, it is with much pleasure that i show you the final desings for "The Creature" in the game:

BTW, you can probably take this as your first look at Abhorror, since this is the OFICIAL DESING for "The Creature", true cannon name "Portobello" like the Caravan Palace Song (If your know you Know). And talking about true names...

  • Might as well reveal this, since if i take any longer, the game will not be recognized for the counted people who do read these Dev logs. Like i said before, "Abhorror" is the temporary name for the Game, since the title would actually spoil a big part of why i kept the design of Portobello a secret. But now that Portobello's design is out, i feel comfortable sharing with you the true name of the game: The game is called "Your Flesh", and its a friendship simulator where you befriend a lump of flesh you name "The Creature" that you accidentally make in your lab. I really hope that you'll enjoy the game as much i did creating the concept and working on it. Honestly, even though i end up tired, or simply put, emotionally unstable by the long nights of programing this has taken, I think on the hard work I've done, and I've seen what others have done in an even less amount of time, and i get my energy back up and i keep typing. 

And with that, we finish this very long Dev.Log. The mission now is to finish the programing of the last two days: The only thing ill do is change a bit the structure of day 4, so day 4 may end up being shorter than the rest of days in Your Flesh, Day 5 will remain intact, so STAY TUNED. Tomorrow is graphics day, so it will probably be the last Dev Log till the release of the game. I hope to all the best and HAPPY LAST DAYS OF JAMMING. 

Logging out, etemeh.

    

p.s. Oh the dreaded Caravan Palace Reference

Submitted (1 edit)

Oh, my monsterlover side needs to play this <3. Best of luck for these last days!

Submitted(+1)

If Itch.io had emojis, i would so give you one of those big hearts right now. Hope you like it in the end :D

Submitted(+1)

Update: Day 4 and Day 5 are programed in. Tomorrow, i will finish the endings and will focus on graphics. GOOD NIGHT EVERYONE

Submitted(+1)

Update: THE GAME IS FULLY PROGRAMMED. TODAY WILL BE THE START OF SPRITE MAKING