On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Late entrant hoping to make something fun!

A topic by Secresteyn created Feb 22, 2024 Views: 108 Replies: 5
Viewing posts 1 to 5
Submitted (4 edits)

Greetings,

My name is Secresteyn and I recently worked on my first microgame for another horror jam.

I am happy I was able to make and publish a project within 30 days.

My goals for my last project were to network a bit and go through the process of releasing to itch.Io.
Whilst working against a set deadline.

I was able to achieve these aims and have started to build up a small portfolio of projects on itch.Io.

My last project suffered from overscoping and as a result, I didn't deliver on my horror goals. I hope to change that with this project.

For this upcoming release, I aim to strip things back to a "core" of horror elements. Streamline my design process and focus specifically on those horror aspects I neglected in my last attempt.

I am really curious to see if I can do a better job of scaring people this time around.

I look forward to sharing my project with you all at the end of the jam.

Best of luck to all entrants

Happy Gaming

P.S

My goal for the last project was to reach 10 followers on Itch and across social platforms and I didn't quite hit that target.

If you want to check out my page(s) please visit:

https://secresteyn.itch.io/

Submitted

I started pretty damn late and have only had a little bit of time working on the environment but here's one of the key shots I have planned. I will share more WIP screens as I start adding detail!

Image

So far I've been setting up some modular kits, post-processing & procedural material stacks to allow me to rapidly build out a medium-sized scene.

Looking forward to seeing how it will come together over time!

Submitted

Yo, this looks pretty cool! What's this game gonna be about?

Host (1 edit)

Hey man, you still have time! Stay Away From the Lighthouse, and many other great games were made in that time! STAY AWAY FROM THE LIGHTHOUSE by BEDTIMESTORIES, Bubee (itch.io)

+I haven't started my project until now either. After all, I don't want any chance at taking the top-five positions from you guys :D 

Submitted(+1)

Hey,

Thanks for checking out the thread.

@W1ll1amAft0n 

I'll share a little more about the setting and story in a short teaser when things are a little further along :)

@Charley the Postman

Thanks for the encouragement, I am hopeful I can deliver something worth a look with the time left.


I've been making steady progress & have spent time building out Modular Building Kits and exploring Modular Dungeon Kits. I've allocated some time to writing up a brief play-by-play of my intro and a condensed story treatment.

It has been fun jotting down desired plot points, and character motivations, and building out the narrative skeleton.

I struggled with elements of horror and narrative in my last jam - so I am trying to frontload those aspects a bit more for this project.

I've also been heavily influenced by some earlier Alfred Hitchcock movies for my visual and cinematic styling for this project.

Stay tuned for more WIP stuff as I go!

Submitted (3 edits)

Hey, just a mini post-mortem to share.

https://secresteyn.itch.io/operator


I found this submission trickier than expected.

It took me much longer than anticipated to get my horror controller up and running. At the start of the project, I envisioned using a lot of code from my previous project SMILE.

I decided to pivot towards a different "Survival Horror" controller as the project unfolded and this came back to bite me a little.

I was unable to get the full controller and features working in time for the JAM entry deadline and spent a great deal of time working on an inventory system that doesn't see very much use at all!

For the visuals and audio design I spoke with my audio lead Peter Hawkey and we aimed to style the sound and visuals around some of the early Alfred Hitchcock films.


I think Peter did a fantastic job with the sounds and music in the little time he had to work on the project.

Unfortunately, I feel that I underperformed in developing the play aspect of this project.

It's a pretty short experience and I have tried to create a sense of "False Safety" in line with the theme by placing the player in a relatively safe apartment-style environment at the onset and gradually increasing tension and spooking the player by the end of the experience.

I spent a great deal of time developing a fully modular city, street, building, and road kit with the intent of allowing the player to explore a small city block.

My original aim was to arm the player with a small camera and film and have them perform surveillance from their window and explore the surrounding scene(s) for clues.

I do quite like the original concept and I have plenty of writing and research so I may have another crack at it in the future.

Truthfully though I am glad to have this entry submitted as I was finding it challenging to stay motivated at the end of the jam knowing I was unlikely to deliver on my original goals.

I felt it was important to submit an entry and see what I achieved despite the changing scope.


I find that I learn a lot more from my failures than my successes and I think overall this project sits firmly in the middle of the two extremes.

I learned some new skills, gained some more confidence with my development tools, and have a greater understanding of some of the peculiarities of scripting in Unreal versus Unity, Python, or Godot.

I have also continued to expand some of my "core reusable code" that helps me get prototypes up and running much faster.

I have an expanding personal asset library of PSX Retro Style assets including floors, walls, pillars, doorways, windows, building facades, 75+ materials, and some procedural shaders / material stacks set up for use in future projects.

Worst part of this project?

The packaged build failed as I was due to submit and a process that normally takes about 15 minutes took over four hours and led to lots of frustration! Unreal had an issue with a "Struct" reference and I couldn't work out how to fix it. The game was working fine when playtesting in the editor. Initially, I was having issues with cooking/packaging but I solved them.

Great I thought. Except no. Not really. Not at all. Just... NO.

I tried to launch the game and was greeted with a "FATAL ERROR" on launch and had to go back into the project and rebuild a lot of my classes/blueprints and delete the entire saved/intermediate folders to get a launchable build!

The best part of this project?

Watching lots of old movies from the early 50's cinema and working with Peter Hawkey on the title track. He makes great music and it's always a pleasure to see how he takes an idea and turns it into something with oomph!

What's next?

I will spend some time improving capsule, cover art, branding, and motion graphics for YouTube videos & Itch.Io / other storefronts.
I will continue working on launching a small RetroGaming website where I share and highlight asset packs, indie creators, and forgotten classics.
I will continue to develop my internal "Retro PSX" Library and Level Design kits with the intent of releasing some free model and material packs when I launch RetroFlavour.com

Any other game projects?

For now, I am taking a short break between jams to work on a 2.5D Project that's been bugging me for a little while and I want to give a fair shake. 

I will work on some prototypes in Unity,  Unreal & Godot and see which engine suits that project the best.

I am still working on some updates for SMILE in the background but they are quite broad in scope and will take some time so I will drop the details on those at a later date.

I look forward to sharing it in the future.

Thanks for the jam and best of luck!

- Secresteyn