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O_TIRE

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A member registered May 25, 2023 · View creator page →

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Code editors are just fancy text editors.
If you're interested, this guy wrote an entire article about why he prefers code editors for writing stories:
https://jaypenner.com/blog/writing-novels-and-non-fiction-with-visual-studio-cod...

(1 edit)

35% Of The Gameplay is Done

Hello everyone, It's me  a g a i n .

As you (probably) saw, I have finished making many gameplay elements.



Here is a list of Finished Gameplay Elements:

-Controlling the truck!

-Spawning mine field (WIP)

-Mines and death animation

-Many sounds + dynamic engine sounds

-Custom HDRI!



My Design Choices:

So, I don't think that I have ever said this. But the main idea of the game is a bit EVIL!
As you probably know, this game heavily relies on audio and in short, beating the game without audio is impossible.


From the day one, my idea was that I will lower the game's volume to something like 5%, to force players to increase their computer's volume by a huge amount.
But... there is one audio which is not capped at 5%, and that is the explosion sound!!
So When You're Moving Your Truck In A Tile And Closely Listening For Audio Clues, Your Speakers Might Kindly Say:

B O O M!

The other design choice that I have made is to make the game a bit more video gamey instead of making everything ultra realistic.

There will be enough realism to make the game immersive and enough game elements to make it fun.






Gallery:

-The custom environment texture (HDRI) I made in Blender! It really captures the theme I wanted for this game. I Love it >3<



-MineWiper29 (In Engine Footage Before Adding The HDRI)



- MineWiper29 Interior (In Engine)



Good Bye.

I currently have 8GB of ram which is laughably bad. Though I will be upgrading it to 16 or 24 GB very soon. 8GB just doesn't do the job when you have YouTube, Visual Studio & Unreal open at the same time. But I think with 16GB of ram and VS Code, I should be able to at least compile scripts. So it is a viable option.

Though I feel like I should do a lot more research about Voxels before deciding. I mainly have to decide if I want to make the Voxel engine in C# or C++ or with the mix of both.

Speaking of writing, do you write your stories physically or digitally?
I'm kinda new to story writing and I have decided that I will use a code editor to write the story of my game :D

I feel like that is a horrible idea but it just sounds so cool. lol

My Future

Hello everyone, believe it or not, it's me again!


A Ramble About My Future

I have made a decent amount of progress on SunSweeper. But not too much, because lately I have been thinking about my future, specifically the tools I will be using to make my dream games.
I have recently made some changes to my workflow. For example I have switched from VS to VS Code (don't get me wrong, I still love VS).
But most importantly I've been thinking about what game engine I will be using to make my dreams come true.
Currently I'm using Unity. I know that engine has gotten a lot of bad reputation over the past few months, but I still love it because it was the reason I got into game development in the first place. Besides that, some of my first projects (that I haven't published) were made in Unity. I ADORE those first projects (& I'm planning to finish them one day). So Unity still has my respect(not Unity Technologies tho)
With all that being said, I'm not sure if Unity can handle my dream games. These games will have high GPU usage and will fill up a lot of memory.
Let me explain one of these games for example:


One Of My Dream Games

I'm not going to spoil any of it, but I will still try my best to explain it.
So basically, it's a Micro-Voxel, Sandbox, Survival, Adventure & Mystery game which is inspired by Terraria (And a unfinished project which I will not name here).
I'm sure you have heard about Voxels before. Games like Minecraft & Teardown use a custom Voxel engine. A Voxel engine's job is to render millions of cubes while using the least amount of memory as possible.
Here is a comparison:


As you can see, Micro Voxels are just tinier Voxels. This means in order to render a scene with these tiny friends, we need a lot more of them and that is not possible without optimization tricks.

These engines are usually written with C++ and OpenGL, but I know none of those :P

I'm willing to do anything to achieve my dreams but it's best for me to take my time and choose the best decision instead of rushing this important step.

For now, I see three choices:
1. Learn C++ and OpenGL
2. Learn C++ and Unreal Engine
3. Master C# and optimize the shit out of Unity

First option is viable, but I have to forget about college in order to pursue that due to the difficulty of C++ & OpenGL combined.
Second option is much easier, but unfortunately every time I try to compiler a C++ script in Unreal, my computer goes on a stroke.
The third option is by far the easiest, but it's not guaranteed to work at all.

These three options are really hard to choose from, that's why lately I've been a bit busy.


Anyways...

This was originally supposed to be another devlog but I chose to work one more day on SunSwiper, and then make the devlog because I didn't have anything appealing to show.
Also I'm thinking about using my YouTube channel more frequently and uploading devlogs there! Though, it's still just an idea...


So expect a Devlog for tomorrow

B    Y    E

My Twitter: https://x.com/O_TireStudio

My YouTube: https://www.youtube.com/channel/UCN0iYgX0-d_cIgUeHAR9LOg

When I made my channel, the process was very straightforward. Are you sure the problem isn't from your side?

Hello everyone!

I have done a lot!

Welcome back to the second devlog for SunSwiper!


In summary, I have finished designing Pixelixel and modeling the MineWiper29! (the main vehicle which player uses)


My design choices!:

I'm not trying to achieve complete realism with SunSwiper, instead I want it to be a mix of realistic & stylized.
I want the atmosphere of the game is very dark, so I colored everything with gray scale (white, gray, black and everything between them) to give it a sad and hopeless feeling. But there are still some things that are not colored with the gray scale, for example the steer & acceleration lever handles and the TV which Pixelixel is in.
I did this to make those elements stand out a bit more than the non-interactable objects.


Gallery:


-Pixelixel!


The reason its design took so long is because I knew that I will have to animate it in the future. So the design had to be simple enough to animate but not too simple to be boring.
I tried animating it in Krita but that turned out to be very difficult so I did the animation in Blender.
*Its face will appear sometimes on the TV (located in the MineWiper29).



-MineWiper29 final model (Front view)



-MineWiper29 final model (Rear view)



-MineWiper29 final model (Interior view)




-Colt


-MineWiper29 exterior design (With materials)



-MineWiper29 interior design (With materials)




I Wish You a Great Day!

Thanks :P

The story mode (that has an ending) and the endless mode can be chosen from the main menu.

First, I was thinking about making this in Unreal but because of performance issues I scrapped that idea. Godot was also a good idea but I'm a bit worried that it might struggle with high poly models and volumetric lighting. So I chose Unity again.

The only thing about Unity that has recently let me down weren't the new fees, it was the lack of good changes in Unity 6. I really want to give them another chance and stay with Unity until version 7 comes out because overall it is a great engine. If version 7 adds nothing interesting again then I will have to look for another option.

S U N   S W E E P E R

So a few days ago, I started working on my new project.

I have decided that I want to share more about my ideas and design choices on these devlogs instead of just showing what has been added like my devlogs for Reanimated.


It's a reimagination of the classic game 'Minesweeper' that was shipped with Windows 3.1 - Windows 7!

About the Gameplay:

SunSweeper is a 3D horror game which heavily relies on audio clues. You are stuck in a mine-deactivator truck and you must find your way throughout a mine field. It's impossible to see the outside because all the windows of the truck are blocked with metal rods in order to "stop" any mine debris from entering the cabin.

The only way to find the rotation of your vehicle is via signals which you have to send manually using a button. The response signal doesn't show your rotation but instead, you have to count the duration of it in order to find your rotation in degrees.

Your X and Y position is displayed on two digital monitors.

In Minesweeper if you move on a safe tile, the game hints to the nearby mines by displaying numbers between 1-9. But in SunSweeper when you move on a safe tile, some sounds will play around you. These sounds work just like those numbers but you will use the pitch & pan of these sounds in order to figure out their numbers.

There will also be a shop which sells temporary upgrades.

If all this sounds confusing don't worry, there will be a tutorial in the game which explains things better than me!
(Please keep in mind that gameplay mechanics might change)
About the Story:

"There has been an ongoing war between Auroras and Solars for nearly a 100 years now. You are a soldier from the 'Aurora' army who is forced to participate in this war. The job they gave you is minesweeping. At midnight, they force you to get into a truck named 'MineWiper29' and find a path throughout a minefield before the army sends their tanks. You can clearly tell that this truck is not designed to survive mines because it is a modified version of a famous brand of milk truck!

But you have no other choice. If you don't do whatever they say, you will probably end up six meters under the dirt.

Your only social interactions in the day, are the kind soldiers who wake you up at 2am and kindly throw you into the truck, and your virtual assistant 'Pixelixel' which is as smart as a bread crumb.

Until one day, you meet MineHead. He has a small shop in middle of nowhere. He sells scraps. Most of his trash are useless to you but some of them can be helpful.

Even though he seems friendly, he's a retired mine planter who worked for the 'Solar' army. Even though he's retired, he had to join the army again due to the lack of experienced mine planters. And guess what! He's the one responsible for planting mines on YOUR way..."

The only two characters you meet in the game are Pixelixel and MineHead. I will not explain the rest of the story but trust me, I t ' s  g r e a t.

(Please keep in mind that story might be tweaked)


Current progress:

I am currently designing the characters and the truck. The designs of MineHead and MineWiper29 are done and the only design remaining (for now) is pixelixle.



These are their designs. They are just sketches with solid colors to make them easier for me to model in 3D, I swear I'm not this bad at drawing!


-MineWiper29 (Sketch only)




-MineWiper29 (Color guide)




-MineHead (Colored modeling guide)




-The symbol of Aurora army




-The symbol of Solar army

Hi, I hope you're doing well.

I can't wait to see your videos! Would you upload devlogs on your channel too?

Also, what software will you be using to edit your videos? I've heard that Premiere Pro is a bit expensive. If your videos don't require too many effects I recommend you to use Blender's video editor and Audacity instead. Or if you know any better video editor, please let me know.

Thanks!!!

Well, it's your choice but I think it would be better if there wasn't any overlapping items between your game and Buckshot Roulette. It's okay if they have the same functionality but in my opinion, they should at least have a different look and name.

(2 edits)

Good job. for a first game, it is not bad at all!


Here are some things that I want you to improve for your next game:
-A pause menu and a proper main menu
-Better AI
-Lore or at least a simple explanation
-More horror elements and less cheap scares
-A controls menu instead of showing the controls on the screen at all time

I would love to see you one day, release an extremely popular horror title!

Good luck friend.

Thank you so much!

This is Reanimated.

I don't think you like horror games but there you go!


In Reanimated, you play as a lumberjack who is doing his tasks on the computer when he notices that some props start moving around when he's not looking.


Store page:  https://o-tire.itch.io/reanimated - It's free!

(1 edit)

Hello there!


I just wanted to say something, even though I'm game developer, I don't play games often, but if there is something that I have learnt over the past years is that, video games which use unique or underrated words & sentences tend to stay more memorable. For example "Quota", "+Respect", "Endoskeleton" & etc...

When you hear these words, usually a game comes up in your head. It's because you don't usually hear these words anywhere else. In this case, when you hear the word "ACT", the first thing that comes to mind is Undertale. This is why I think you should choose another name for this system. Because if people play your game, they're gonna notice that it has been heavily referenced from Buckshot Roulette and Undertale, and if they see that your game uses the same set of words as the other two, they may think that your game is a parody or a ripoff.

Obviously, your game is none of that. It has really unique elements and it should not be remembered as that.

What I want to say is that, It is helpful for a indie game to be compared to bigger titles but if you stick your brand to these titles too much, it may completely vanish your brand.

This is just my suggestion, but as a friend who likes to see you succeed, I think it would be healthier for your game if you mention these big titles less, or compare it to a different title, each devlog. And also, use the name of your game more often in these devlogs, because even I don't remember what it's called.

In summary & in my opinion, if you want to make a career out of game development, you should care about your brand and your image.

Thanks for the feedback!

About the difficulty:

The game is supposed to be be very challenging, I totally agree with the difficulty issues you mentioned. I designed the game so the difficulty ramps up very fast, because I wanted to make every second of the game, intense & content creator friendly. If you remember, I mentioned in the devlogs that I will add a score board to the game, the reason it didn't make it to the final game is because I decided that instead of making the difficulty ramp slow and boring, I want to make it very difficult but intense. When I first started designing the game the first element that I knew for a fact, should be in the game, was a very stressful gameplay.


My answer to the questions:

-When the alert incident is activated, a moving text will appear on the computer screen which tells you everything that you have to do in order to stop lights from going off.

-I agree, events should not happen on night 1, but if nothing interesting happens on night one, then it is a complete waste of time, because on night one no active props spawn. I wanted this night to be a safe place for the player to learn about the events and incidents which are difficult for them, and don't be afraid of props while figuring out the solution to this events & incidents.

-When eclipse sees you a loud sound can be heard and also there will be a visual cue in the sky and also if lights are off, you can see its light. When you hear this sound you have 1.5 seconds to stop touching your mouse and keyboard completely.

-Blood Moon's gameplay idea was that its like Power Down but less dark and props are a lot more aggressive by default on this event. I know this doesn't sound really fun but in higher levels it will cause a lot of chaos. Thunder & Blood Moon are supposed to be easy events and not as progress-ruining as the other two.

-The password task is exactly how you think it is, it requires reading through that text file and finding all the numbers and entering them in order. Also I love to see your gameplay footage! Please notify me when you have put that clip up.

-That task which requires a lot of waiting is random. It can take from 90 to 120 seconds. The idea behind it was that when the player boots up the computer for the first time on a level and sees that task and knows that it could take very long, they do it first first. Also even though it is an easy task, but if it gets combined with an incident which requires you to reboot the computer, it would get problematic.

-Yeah... dragging is buggy, I didn't try much to fix it because I loved how it made the computer seem like it's buggy and outdated. lol

-Yes, props in the kitchen & garage can move. The desk light turns 180 degrees which is just enough to see what is coming out of the kitchen. I intentionally designed it not to show the kitchen completely because active props in kitchen are always at a disadvantage.

-The special objects that can be cursed in the Thunder cannot be uncursed as well as a few other objects that are aggravated during a special event. But everything else can be uncursed if you look at it for 5-10 seconds.

Thank you SO MUCH for your feedback!

Even though I have mostly designed Reanimated to be hard, annoying & confusing but for my next project I will definitely take your advice into consideration. Fortunately I have already planned to make my next horror game less difficult but still stressful.

The core horror idea of Reanimated is that the threat is actively after you under a time limit and you can't flee. But my next game will be much different. In that game, you will have (probably) no time limit and there will not be an active threat. Instead you are forced into a situation and have no other choice but to risk you life and take stupid & risky actions.


I learnt more things from your feedback than everything I ever learnt on classes!

THANK YOU

Thanks!

You deserve a horizontally spinning rat:


Reanimated is here!

I'm so happy to announce that Reanimated is finally out for download!

You can download it here for free: https://o-tire.itch.io/reanimated


The official trailer is also out!:

A hugggggggge thanks to everyone who followed my devlogs and supported me throughout the development of this awesome project!

Also special thanks to my friend Chillitch for giving me feedback on this project!


Now I have one last request:

Please Enjoy!

Hi! I have a few new questions:

-Are you planning to release a complete product & never touch it again (like Undertale) or release it and then keep updating it with new content? (Stardew Valley for example)

-After this project, are you planning to move onto a more complex game engine like Godot, Unity & GameMaker or stay with RPGMaker?

-Are you a hobbyist or do you want to take game development seriously and consider it you job?

-What kinds of marketing will you do for this game? (& do you have any advise on marketing)

Feel free not to answer some of these questions because they require a lot of planning ahead.

Thanks, Without your help I couldn't make it this far!

I'm really excited to see what you're cookin' up!

Anyways, I have a little question:

Does the game have music?

If it does, do you make it yourself or commission it or use royalty free music?

(2 edits)

Welcome to this corner of the internet, again

The game is kinda, complete now!

I just have to add some more tasks and that would be it!


The page is up!

If you want to know more about the game, checkout its Itch page!:

https://o-tire.itch.io/reanimated


Let's don't waste anymore time and get into the goodies

As I've said, I have a lot of work to do so I will not be able to achieve great progress quickly. So this devlog will be a bit short, but hey! That might be one of the last devlogs of this game!

Changes and new features:

1. Quite a few environment changes and new assets!

2. The last and the hardest incident is done!

3. The page is up


What else is remaining?

After finishing the last incident, now that I take a look at my 'To Do' list, there is not a single checkbox remaining! So, this means that I just have to add a few more tasks to the computer and Reanimated is basically done!!


-The music box (last) incident!



As always, I love to hear your opinion of the game so feel free to make a reply or add a comment to the Itch page.

B  y  E

You're right. I should add hints about the world, inside the house. I had that idea in mind since the first day I started working on the game but gradually over time I completely forgot about it.

Thanks for reminding me!

I'm glad you asked.

I will move on to another project which I'm excited about. If Reanimated gets famous then I will probably remake the first one instead of making a sequel, because if I want to make a sequel then I will have to expand the lore (which I'm not a fan of doing that).

The next project that I have in mind have a much smaller scope compared to Reanimated. And for this reason I'm a bit worried that I will get burnt out midway into the project. The thing is that I LOVE world-building & environment design, and none of the games that I've in mind will have any sort of world to explore. So, lately I've stopped working on Reanimated and I've been trying to solve this problem for myself.

I mean just think about it for a second, Reanimated is entirely set in a small house and the next project will be set in an even smaller world...

That is painful for someone who got into game development because they loved world-building.

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Yes, I'm probably gonna make a Youtube channel To upload the trailer. I decided not to explain her because explaining any of her past would spoil the entire story.

But I will still spoil a bit of her for you:

1. She shows up in one of the incidents.

2. She is not a rabbit, that's a mask.

3. Her actual name is mentioned in the game.

4. She doesn't attack the player directly.

5. In her first design, she was supposed to be wearing a police outfit.

6. She is a hallucination.

\\\\MAJOR  PROGRESS  REPORT////


Hello everybody, It's me again!

We are getting kinda close to the release of Reanimated!


We have had so much progress in the last few days:

1. Ambient audio system + more audio
2. 6 new incidents!!! (Incidents are events which can happen during a run and are not limited to the start of the run)
3. Improved Game Over screen
4. Added splash screen
5. Improvements to some assets
6. Produced & added title screen music!
7. Finished the garage!
8. Few important bug fixes

Now, I also have a Twitter account!

There, I will be posting fun things about my game development journey & sharing my art pieces!
You can check it out on: https://twitter.com/O_TireStudio

Gallery

-The garage (Finished!)



-One of the incidents!



Sorry, but I can't spoil any more of the incidents!

Anyways, thanks for being here!

This is the biggest project that I've ever worked on and it's thanks to you guys. I hope this game finds success because I have SO many other horror games planned ahead that I want to share with you guys and gals!

See you soon!

Bye!

Hopefully you will get well soon!

I have a few questions:


1. Are you doing the art of the sprites by yourself?

2. If yes, is it the same crayon art style?

3. When you think this game will finally be finished?

4. Have you completed writing the story of the game?

5. How many years of experience do you have with game development in general. (Feel free to ignore this question)


Sorry if I've asked any questions that you have already answered in previous devlogs.

Hope you the best

Long time no see!

Welcome back to another devlog, I'm writing this in a rush because I have a lot of work to do, so sorry If I misspelled something!




Official Poster!

*I will explain this gal in the next devlog!*




-Completed 4 new models related to events!

-Implemented flashlight! (took way too long because I wanted it to be very realistic)

-Few bug fixes

-Many more audio

-Jumpscare & death screen! (I won't show a screen shot of the jumpscare because that would spoil it!)



I would like to explain the new features a bit more but I don't have much time

Bye!

\/\/\/\  M A J O R   P R O G R E S S  /\/\/\/\




Hello everyone! I'm happy to announce the new major progress devlog!



You know the drill!


Boring stuff:

-Bug fixes

-Implemented settings

-A lot more audio

-Minor but important improvements to the menus

-Minor but important improvement to timings & level transitions


Changes:

-The pause menu no more freezes the game


Goodies:

-Power system

-FOUR NEW EVENTS!




POWER SYSTEM

The power usage is calculated from the amount of lights that are on. The amount of power remaining, is reset after completing each level but if it hit zero during a level, power will be gone.

When the power runs out, every light in the house will be turned off, putting the player in the Lights Off mode and also disabling the computer.

If the player still has tasks remaining when the power dies, it will basically be a game over. But if all tasks are finished when the power dies, the player must survive until the timer runs out in order to progress onto the next level.





THUNDER

The first event ever designed for Reanimated. The events are one of the core parts of the game, explaining them would spoil it. So I'm not going to be straightforward.

"Lightening after lightening, who knows what each one does? Some are just an energy hitting the ground while the other ones... Shatter The Trust.

Nobody exactly knows what they do or what they want. But, p-please be quick, do your tasks and go! You don't want to waste anymore time! If the next lightening that strikes, is one of 'those'... God knows what will happen..."






BLOOD MOON

"Hell On Earth, people say. But no words can truly describe this night.

Legends say: Blood Moon rises when somebody has been murdered and disposed at the same night under the moon's supervision. This angers the moon, it can't do anything by itself, so it paints its body with red to resemble the blood of the victim and to ask for justice."





POWER DOWN

"Uhh, nothing special here, you forgot to pay your bills.

O r   a t   l e a s t   t h a t ' s   w h a t   g o v e r n m e n t   w a n t s   y o u   t o   b e l i e v e ."





ECLIPSE

"A day darker than the night.

Sun, The most powerful object is now enraged. It knows no peace, answers everything with violence & kills every single entity which dares to cross its sight.

You better not move an inch when it's watching!"







That's it for now!

Thanks for reading my devlog! I really appreciate it!

I really like to tell you guys and gals about what I'll be working on, but it's 10 pm and I'm very tired right now. So I will stop yapping for now,

See you later, Bye!

I've already removed the freeze when pausing for the same reason you mentioned. It's interesting how we had the exact same thought. Let me explain the timer:

In order to win a level and progress to the next one you have to:

1. Do all your tasks before the deadline.

2. And after finishing them, survive until the timer runs out.


I have decided not to show the state of power to the player. It is not usual for the power to run out. Turning on all lights or using the computer drains the power slowly. It is meant to catch the player off guard. After it runs out, the player will not be able to use any electrical device (including the computer)


I'm going to write the next devlog, soon. So wait for it if you want more details about these!

Hey guys & gals,


Just wanted you to know that I'm getting very close to the final exams and I will not have many hours to work on our project.

I will try my best to maximize the hours of work, even if it means cutting from my free time & forgetting about my hobbies.

I really want this game to shine one day, it is my passion project after all. I can't sit back and watch it collect dust. I have to work on it.


Just know that I may update y'all less frequently and try to make more significant progress before sharing the status of the game.


Thanks for understanding.

(1 edit)

Uhh, Hello again!

So, uhh... another unfortunate event. I got sick, v e r y   s i c k. I had to go to the hospital.

Anyways! Let's forget about my near death experience and move on to the fun stuff. I lost most of my time due to my sickness, but I still managed to achieve some good progress!



In Short:

-Improved some old code

-Added more sound effects

-Added 4 new tasks!!

-Added level progression system!

-Implemented dynamic scaling for the canvas to fit different resolution monitors

-Added title screen! (Advance settings not implemented yet)

-Added pause screen & volume slider!

Gallery:

-Desktop



-Title screen



-Title screen in action



-Pause screen



-Pause screen in action (The GIF seems to be a bit glitchy near the slider, but it's fine in game)



-Tasks



-Tasks in action




That is it for now! The game is getting very close to a playable state.

Tomorrow, I will implementing settings and a proper save system. After finishing those I will have the following tasks remaining in my checklist:

- Events ()

-Tasks (X X X X)

-Models ()

-Death System ()

After I do the Death System and some modeling, the only things remaining will be Events & Tasks. Both are limitless, meaning that I will add as many of them as I want.

These two will take a lot of time but after them, by doing some final touches the game will be FINSIHED!


Thanks for being here! When I started working on this project, I wasn't sure if I would even be able to pull it off. But now that we have reached so far, I want to say, Thank You <3   This is the tankest tank you that I have ever tanked! Seriously! It can't get more tank that this! Without you guys, I wouldn't have the passion to continue this project.


This is not my project. This is OUR project!


It will cost 0$. I'm doing this because I need to build a reputation and get feedback from people. After that, I can move on to bigger projects and my dream games. I will start charging money for my games when I'm 100% sure that they meet the required quality.

Man...

That thing is 80 bucks.

If I had 80 bucks I wouldn't be developing games... god damn I'm broke

thanks god you don't live in 1800 💀

edited it and added 'past'. you're welcome.

(1 edit)

THE HORROR UPDATE IS HERE

Hello.

I'm very excited about this new update. It scared me about four times already even though I was testing the features and knew they were going to happen! I call that a success!


Features:

-Added footstep sound effects

-Added audio to 'cursed' props

-Added the prop charge system

-Added the prop aggravation system

-Added the timer countdown application

-Added The™


Other:

-A lot of bug fixes

-Upscaled the resolution of the monitor screen

-The base of the prop AI is completed

-Finished the Lights Off Mode

-The game is close to a playable state


-A GIF of the Countdown application.




I haven't updated you guys and gals about the prop AI for a while, so I'm going to do that now!:




-Sneaky closet.




-Prop getting aggressive in Lights Off Mode.




-Prop charging after a failed stare. (yes, that made me shit myself)



I have a lot of work to do, but I will try my best to push out the next update tomorrow.

Have a great day/night/noon/afternoon/sunday/monday/friday/yesterday/september/june/july/future/past/.

Thanks a lot!
There will be a few items, the flashlight for example. It will be in the garage. However the garage door only opens in certain events.

I'm not sure if I want to release it as beta or completely finish it first. The last game I published was kinda buggy so I most likely will release a closed beta for this one before publishing it. I may even publish a demo for it and if it gets attention, I would expand it beyond my current scope.

Uhh, hello there...


So... I told you guys and gals that I will be making significant progress but my computer got corrupted and I was in a lot of trouble for around two days.

The good news is that the project & my development tools aren't corrupted! In short nothing of value was lost!


Now I have Windows 11 installed.

Unfortunately I'm not sure if this is 'Windows 11 pro' edition or 'Windows 11 pro free no virus please' edition. I hope it's the first one...


I couldn't do much, but I will update you about it anyway.



Now we have camera shake!:


The light system is also here:


If you don't know what light system is, let me explain it real quick:

If you turn off all lights in the house, you will enter Lights Off Mode.

While in this mode, if you stare at an object for a long time, one of the following events will happen:

1. If you were staring at a 'cursed' object, it will die and turn into a normal prop.

2. If you were staring at a normal prop, one of the 'cursed' prop will get aggressive and move towards you even if you're looking at it (It will not play hide&seek anymore). This aggravated prop will not die, if you try to stare at it in Lights Off Mode.



Anyways, from now on, I'll try to update y'all at least every two days (unless I have a lot of work). I also want to know your ideas about this game. If you feel like you have a good idea that I can add to the project, please comment it under this post.

Bye Bye For Now!  \(QωQ)/

Hello there!

First of all, the project has officially been named 'REANIMATED'!


I've mostly been setting up the new map, and preparing it for future development.

To be exact, I have:

1. Tweaked the map layout

2. Set up colliders, joints, sound effects & masses

3. Added some post-processing filters

4. Made the garage

5. Improved lighting

6. Improved performance

7. Improved the atmosphere


Without post-processing effects:


With post-processing effects:



Outside of the garage:


Inside of the garage (Work In Progress):


The clock:


Now I have to set up the prop AI for the new props and test the game.

After that, the fun part will begin!

When I finish setting up the AI, I'll start working on the events, making the AI more advanced & finally starting to add the horror elements!


See you in the next devlog, have a great night! Also I'm in your walls.