Hello!
Congratulations on your event, that is great to hear!! I am glad your event went well, thank YOU for displaying my game :)
I would love to see your photos, you can send them to ' grainwoodgames@gmail.com '.
Thank you very much :)
Hi! Thanks for the comment :)
Moving bones will be a bit of a case by case basis I imagine, I use a BoneAttachment3D node that I attach to the neck bone, then I can enable/disable "Override Pose" and lerp the angle as required in code.
I am aware that you can pack the pck file but Godot's own documentation suggests not doing so:
"On Windows, PCK embedding is also known to cause false positives in antivirus programs. Therefore, it's recommended to avoid using it unless you're distributing your project via Steam as it bypasses code signing and antivirus checks."
Thanks!
I'm always weary of letting the player wander too far if there is nothing there to find, it just wastes the player's time and is a very unsatisfying experience.
Early in development, you could get out of the car wherever you wanted but it didn't really add anything fun to the game. Opening the map up any more would completely change the scope of the game imo :)
Doing the modelling entirely in-engine with either Godot or Unity would be... challenging? You really need to be using blender or equivalent software for anything more complex than a box lol.
Unity has its own terrain editor and tree creator and while I believe there are 3rd party terrain plugins in the works for Godot, in both instances I'd still rather use blender (though I never got fully fluent with the unity systems).
Unity will have Waaay more tutorials and resources online so is probably easier to get into (maybe? Though I find Godot much easier to actually use!) but Godot isn't lacking in documentation and being open-source vs the money-grubbers that own Unity is a big plus for me lol
Shaders are always a little complex, I'd say creating them in either Unity or Godot is much the same process. The basic NTSC and film grain filters I use I originally found tutorials for online and then modified the parts that didn't work for me. Other than that I just make sure to only use simply geometry and set the game to a low resolution.
Good luck on your project! :D
I could be mistaken but I was just browsing the 'new' section and it seems like another user has reuploaded this game without the price tag now that your 100% sale has ended.
I don't want to link it here and bring attention to it but presumably this was done without your consent!
I tried to find a way to contact you without posting this publicly but couldn't see a way. You can delete this comment once you've seen it.
Hi there!
The game was made in Godot 4, which I find very simple to work with. The models used are mentioned in the in-game credits but broadly:
the 'people' are from a creator name Quaternius (https://quaternius.com/packs/animatedwoman.html, https://quaternius.com/packs/animatedmen.html). Which I then strip the facial geometry from and retexture in blender (I also created some extra animations to suit my needs).
the household objects like toasters, soaps, bins etc. all came from https://elbolilloduro.itch.io/ whose models you will find are ubiquitous in Itch horror games. 50% of the games on here wouldn't exist without them lol!
The car exterior came from https://ggbot.itch.io/psx-style-cars, but I modeled and textured the interior myself.
The Takeaway itself and the Player's house I modeled and textured from scratch using a combination of [an old, free version of] Sketchup and Blender, as was the terrain. I edit/create textures in GIMP and edit audio in Audacity.
Good luck on your game!! :)
Haha really pleased my bathroom got a better rating. I specifically designed it with your review in mind and was hoping you would play this game XD That elusive S tier will keep me motivated in future games! the bath you said was a weird shape is actually identical to my bath IRL lol
Thanks for playing once again! Great video :)
Tricky! Two reports of the flashlight being weird now today. I have never had issues with it and cannot replicate any on three different computers running both Windows 10 and 11. So it will be really hard to fix... The flashlight is also completely unchanged from my previous game and I didn't see any issues there either. Weird.
Are you on AMD GPU? Graphics drivers up to date? Windows emulator?
IDK at this point.
As for checkpoints I don't think I would want to implement any. The idea of just blitzing through different endings by skipping the bulk of the game does not sound compelling to me. The game's description contains some of my thoughts on multiple ending games if you're interested.
long story short, I agree that replaying over and over is tedious. I have never enjoyed it in any itch horror game, which is why I don't recommend it lol
Hmm, really odd about the flashlight, I've never seen that before. Are you running this on a windows emulator or anything like that? Up to date graphics etc. etc. all the usual suspects?
Hard to fix a problem I've never encountered and can't replicate lol!
The car being missing is mentioned in the game description, annoying bug I'm still trying to work out, sorry about that!
It is rare, but when hundreds of people pick up the game in the space of 24hrs it turns out multiple people find it happening quite quickly. I'll take another look.
Thanks so much for playing! Fun video, that thumbnail cracks me up XD
Hello :)
The game has four 'symbols' that represent different endings, however some of these endings have multiple paths to reach them and have different ending dialogues.
If you just want the symbols to be 'complete', the answer is four.
If you want to see every line of text and can stomach replaying broadly the same experience over and over and over it is more like 7 or 8 I think.
Thanks!
Hello! The music used was created by a user named 'Rockot' and uploaded to pixabay.com (https://pixabay.com/music/beats-dark-cinematic-ambient-beat-173058/).
I cut a short loop from that file and processed it a little in the game :)
A lot of the files I use were downloaded a long while before I find something to do with them, so I had to do some digging (for my next projects I am taking notes on assets used, so I can credit them more accurately).