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A horror game about fueling -F u l f i l l F u e l⛽

A topic by O_TIRE created 90 days ago Views: 381 Replies: 12
Viewing posts 1 to 6
(1 edit) (+2)

Devlog No.1 : The Concept!

Hello everyone, it's me again.

First of all let's address the elephant in the room:
I know the name sounds kinda diabolical but hear me out... I kinda like it.

I'm not really sure if this game would go under the category of "Mascot Horror". it's about the mascot of the Gas Station, though it is not like traditional mascot horror.


Overall Idea:

In this Devlog, I'm not going to explain gameplay or story details rather, I would talk about the idea behind it.


Note: The following mechanics might change!

The gameplay is broken into two overall parts. Night and Day.

Unlike other horror games, Fulfill Fuel takes place on days too. On Day, the game will be very challenging but forgiving. At Night, the game will be simple but brutal.

Even though player can't lose on Day, but what happens on Day defines what will happen on Night.
In simpler terms, if you f up at Day you will die at Night!

For example the more customers you miss on Day, the harder the Night gets.


Gallery!:


-The TEN ARMED SPIDER™ Gas Station.
"Diesel, Oil, Fuel And Gas! Look Around And We Will Shove Debt Up Your A.."

-Sam The Spider (mascot of TAS)
"Look at his eyes! He's so innocent! He just wants to sell you overpriced diesel."
I might change the design later, but for now, I like how it looks like an oversimplified corporate design.
Though I have some problems with his arms and legs, they look like teeth!



-Gas Pump
"no funny business here, good bye."

(+1)

YOOOO LESSS GOOOO, IM EXCITED BRO.

(+1)

Thanks <3

(1 edit) (+2)

Devlog 2!

Hello everyone, it's me again.


There has been quite a lot of progress:

QuestionAnswerThe Epic Return Of The Epic Empty Column
Are the models imported to the Game Engine?Yes.
Are there any new sound effects?Yes, many.
Have you modeled any cars?Well, I have modeled a placeholder car.
Have you implemented the base logic for Vehicles?Yes, I have. But the process was very painful.
Very very painful. Like seriously painful.
Like no joke, really painful. Like it wasn't even ful, it was just pain.
Have you programmed the Vehicle AII'm working on it! It currently can follow waypoints and stop at gas pumps.
Have you made any additional 3D models?Yes, I have added many new environment-related models.
Any animations?Yes! I have made around 4 animations for the player & I have imported them.
Are the Gas Pumps interactable yet?Yes they are! You can pick up the pump head & vehicles can knock the Gas Pumps over.


By the way...

I'm creating this game with Unreal Engine 5!

I don't have much experience with Unreal. But I love it!
I'm also using a plugin called UnrealSharp which allows me to program my games in C#!
Also, No. I'm NOT abandoning Unity. I hate how people throw away years of their experience just to stick to another tool.

Gallery

-The junk yard



-The Day & Night cycle (WIP)



-The Gas Pump (WIP)

(3 edits) (+1)

haha, it’s funny that they can knock over gas pumps 😸


EDIT: LOLOLOL U JUST EDITED UR POST AS I POSTED MY COMMENT.


edit2: ohhh and I can see the car model. It looks nice :3

(+1)

Thanks :3

I think this game is going to be harder than Reanimated just because of that 'knocking over gas pumps' feature😅

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Hey this looks sick! Sam looks very silly and cute! Can't wait to see how the game develops c:

(+2)

Thank uuuu <3

(+1)

Hello everyone, it's me again!

I've been doing a lot of technical stuff, so I don't have much to show :(


✨Design Choices✨

uhhm uhhhhh...


🔧New Features🔧

The Rise of The Epic Empty Row
F e a t u r eD e s c r i p t i o nuhh
Bug fixesDope.
Made the GasPumpsManagerThe system that helps cars decide about what path they're going to take. It also rents pumps for cars. (i know that sounds weird)
Hose tension pullWhen the player is holding a pump head, this force prevents them from going too far away from the gas pump.
This is important for the game's ending.
Made the Fuel or Pass systemIt's a part of GasPumpsManager.
The Well To The HellI'm not sure if it will remain a secret or be fused with the gameplay.


I know the new features sound underwhelming but they are required before I can add any other thing.
After making the VehicleSpawner, I will be moving on to the fun stuff again!



📖Story Update📖

I have decided to add this new section (that is  clearly not ripped off from chillitch's devlogs) to my Devlogs!
I have some ideas in mind for the story but I prefer to think about them more before sharing them with you guys & gals!
So, unfortunately we have no Story Update for today :(


Gallery

-Hose Tension Showcase



-The Well To The Hell

(+1)

:3

Haha, you're not ripping anything off silly! Also your twitter post about the well to hell is pretty nice, since I'm sick.

(1 edit) (+1)

Devlog 4!

Hello everyone, it's me again.

My experience with Unreal Engine:

I'm starting to like Unreal Engine. Now that I understand its fundamentals, its tools are really helping me out.
I was expecting Unreal to be much more difficult to learn; but I would even argue that it's easier than Unity!
Unity is more programmer-friendly but Unreal is more artist-friendly. So if you are a programmer and you hate visual scripting, it's going to be a tough ride. But if you are willing to learn blueprints too, then It's really not that difficult.

I have heard some people say that Unreal is less flexible than other engines like Godot and Unity, but that is not true.
If you are trying to make a game, Unreal is not any less flexible than those two; but if you want to create any other type of software, Unreal isn't the right choice.

Also, C++ isn't that difficult. The most difficult part of C++ is memory management which is not required in Unreal; because Unreal has a built-in garbage collector.
C++ without memory management is very similar to C#, but every now and then you have to pass in or get a pointer.
Also Also you don't even need to know C++ to make games with the engine!

Anyways! Now that Unreal propaganda is over, it's time to get into the fun stuff!:

New Features!

There is a lot of them!:

To Do ListState
Dynamic Vehicle Sounds
Rework the waypoint system
Fix GasPumpsManager
Introduce breakable objects
Make DelayProvider
Make the vehicles brake gradually
Finish the Time system~
Add more sound effects
Make VehicleSpawner~
Fix DelayProvider (holy s**t that took a while)
Make Flasher_S
Make Explosive_S
Make Destructible_C
Rewrite the fueling system and make it a component
Make Gas Pumps react to explosions
Make a simple death system 
Make The Cabin
Finish the first Night Vehicle, the BomberBox!!!

Wow! That was a lot!



📖Story Update📖

The story isn't complete yet. There will be four characters which two of them are new. (not including the player)
The story is less vague now but the progression is not natural at all. It doesn't have that 'smart' flavor to it yet.
I will share more about the story once it has reached a stable stage!


📷Gallery📷

-Explosion
The smoke particles have been fixed and don't glow anymore.




-The BomberBox
BomberBox is a vehicle that only appears at Night. That's all I can say for now!



-The Wooden Cabin



-Me having some fun before implementing the death system



Anyways, that's about it:

See you later!

(+1)

Wait what!? Unreal has a built in garbage collector???? That's interesting for an engine that uses C++. Doesn't garbage collecting reduce performance? I mean I'm not saying it's a problem for your game, but it's weird they considered doing that with C++

Also I love it! I'm genuinely excited. 

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It does reduce performance but it's kinda optional!
If you want a class to be garbage collected then you have to derive it from UObject and give it the UClass macro, else it will not be garbage collected.

I said 'kinda' because if you want a class to be recognized by Unreal editor then you have to enable garbage collection for it!