[Week 11] Time Is Life and Time is over


Epilogue
Welcome back, future ghost slayers! This is the last entry of this chronicle of DevLogs. After you have finished reading this, we will have moved on. However, the chances are high that at some point some of us will take this vertical slice, a demo so to speak, to use as a blueprint for the development of an actual, whole game. But no promises!
Let's celebrate the last 10 weeks off with this last DevLog. Without further ado: It is DEVLOG TIIIME!

Pest Problem (taken care of)
Our programmers have worked really hard to get rid of the most prominent bugs. We obviously cannot promise that it is a 100% super-duper bug free, but every good game has some, riiiight? For example a certain Sci-Fi Epos...

ASMR (sort of)
The game is making sounds now. Everywhere and every time. We also pushed sounds that enhance Player Feedback and put a little bit more pressure on the player, you.
Here's a list of what we've recorded and audio designed for Cereza (thanks again to our composer, Raphael Serra Mock for helping us out)!

Welcome To Our House
We created a background scene with a bit of VFX and a special remix of the main theme to establish a haunting feeling right away. Also, it looks way more polished this way than having a boring 50% grey background for the Menu.

Unspeakable Imagery
Thank you to everyone who gave feedback on the last weeks build. We tried to set our core effort this week on making it clearer to the player that the time that you have left in the game is essentially your life. For that, we got rid of the health bar because we felt that it was actually meaningless (also there was no 1 to 1 interaction between the health bar and timer which also created a lot of confusion). 

You get a VFX, you get a VFX and you get a VFX
Yeah, we did a lot of polishing in the VFX department. So here ya go:







What is going on here?
We want to share these gifs as well, just because it is fun to look at :) So have fun looking at it!


So did you have fun? Did you? DID YOU?!

Welcome to the Cortez (Part V) - Be Our Guest
We finalized the map, including scattering spider webs and simplifying collisions for grouped objects. Also, we changed the placement of a few assets so that they don't clamp through other meshes.

Also, we enriched the environment with lovely pictures every impressive hotel has to offer. Here is a little sneak n peek. 

Thinking with Portals
These two lovely portals mark the start and end of a level. So whenever you run out of time, run to the portal that ports you to the next stage (which does not exist buuuut you get the gist of it).

End of the Unknown 
Yep, that's it. We are very proud to deliver this demo that we have worked on for the past 12 weeks. Having a small team of 5 people (2 Programmers getting whipped and tortured by 3 artists) getting this far and releasing this state of the game feels honestly pretty damn amazing. But at the same time, everything gets contrasted by the feeling that now it is over. As stated in the beginning, I'd love to work on this game further and we will have the opportunity to pitch the game for another group project. Whatever the outcome will be, it won't be the exact same development team this way or another, sadly. But let's hope for the best!

With that being said, we want to say thank you to everyone who helped us along the way.
Special thanks go to Raphael Serra Mock who helped us out with the Sound and Music, to Emil De Paepe and Brecht Lecluyse who gave us weekly feedback and lastly to you guys who anticipated every DevLog and kept us going! Also thanks a ton for the last-minute feedback who pushed us in the right direction. Thank you all so much! 

I really enjoyed writing all these DevLogs, making them fun and recap everything we have done. I hope it also sparked joy for you.
Thank you.
Steven "Gomorrah" Serra Mock

Peace Out.
Dev Is Time Is Life

Ending Unlocked:
Happy [R]elease 

Files

Time Is Life.zip 112 MB
May 11, 2021

Get Time Is Life

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