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☆Devlog 11/29/24+

I scrapped the beginning of the cutscene animation and will get back to completing that later. I noticed skinning errors and was just like ohhhh man. We aren't doing this today, scrap and fix it. So today as a refresher I started working on the Red Queen's castle. I decided I was going to modularly build it (am I using the correct terminology? hopefully.) by building a base tile of the architecture and will add more wall pieces according to the direction of the corridor. Still have to make furniture and the layout, I plan on adding a lot of ornate decorations. So far we have the giant golden heart chandelier and some fancy curtains. I'll add a golden trim to the walls later. I'm tempted to use the original psx shader from the first version of the project but I'll need to see how that looks with the reflections and lighting before committing to that, since i'm blending older and newer graphics technique as an artistic choice. I'm mixing hand drawn elements with meshes as a stylistic choice as well, something about drawing in elements into the texture is enjoyable for me. 

☆Pictures+


☆End notes+

I'm excited to see the castle interior form as I've had a lot of ideas for it. I'm planning to make the corridors maze like, since the original concept of the game was just going to be monsters in mazes. I'm going to fix the feet sculpting on the Red Queen model as well and give her a name. She also needs a crown and some extra details before I rig her. I think I'm giving her a big pyramid head style sword to drag against the tile. She's definitely the type to wreck her own home out of malice. Heart shaped furniture will be added, bodies and blood galore as well. I will probably darken the first generation crystal heart assets I made to fit the gothic theme more, and I was thinking of somehow adding a trail of blood behind the queen. I'll have a few days off some point soon for the holidays so if I'm quiet for a few days I'll be back. Thanks for tunin' in!

-Spooky || gothflakes