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Progress Report

Small Update: Still alive

Figured it might be time to do a small update. The game is still alive and being worked on. Progress has just been slow due to work being stressful.
Generally being kinda burned out on making games at work and then going home and making more games.

But here's some progress that has been made since the last update.

Decided to add borders around the walls. Only having black got confusing where you could and could not go at some places.



Been working on the intro cinematic. Here's a random shot from it.


Added cheats, generally for dev purposes but I'll probably leave it in for the release as well.

Progress Report

Devlog #7: Status and Let’s Play

Hey everyone. It’s been pretty quiet on this devlog lately, the biggest reason is mainly because I haven’t been working on the game. Been way busy at work and haven’t had much time left for Betwixt. Something that will probably be the case until christmas some time. But figure I’d write a small post to keep you updated. That said though, I got a couple of small updates.

First off, Betwixt got its first let's play:



Watching it really made me realize I should switch to save points to avoid save scumming and constant reloading. Will save me a bunch of work on having to do a faceset for every room as well.

Now and then when I had time over I mainly been drawing props for an upcoming area. Here’s some of them. Not sure what will make it in at the moment. Mainly just doodling stuff, hoping I’ll come up with something that works.





In other news, I joined a community project over that charas. It was all about writing short stories and then we compiled them into a little anthology. I’m not much of a writer but figured I’d give it a shot anyway. You can find the story over here if you’re interested. It's called Night of Max.

Progress Report

Devlog #6: Tiny update

Hey. It’s been awhile. I’ve been kinda swamped with work and also spent a week working on a community game. So progress have been really slow and haven’t really had anything note worthy of posting.

As for a new demo, I’ve been thinking about it and I want to release another one. The first demo was made three weeks into development of the game and kinda rushed out before I had to go away for a couple of month. I want to have something out there I feel better reflects the final product of the game.
That said though I’m still a couple of weeks out before I got something ready, depending on how swamped I will be with work. Maybe around Christmas.

Progress time:

This is an old gif before the impromptu hiatus. Think I might have posted in the screenshot thread, but not here on the game page.
It’s the engineer summoning some tiny helpers:


Heres another gif of the latest cutscene I’ve been working on. It’s those pesky eyes again.


And finally I’ve been animating some props for the second area of the game that will be more tech heavy.


I’ve also been running into some performance issues. If you open and close the menu a lot in the map the game will slow down. Also the game is running noticeable slower after the engineer cutscene. They use a bunch of parallel processes and images, but all of them should be turned off and erased after it’s finished.
Anyone got any tips or links to article/threads about optimizing for rm2k3?

Progress Report

Devlog #5: New demo?


First of, thanks for a 100 downloads, that's awesome. I hope you all have enjoyed the demo.

Been thinking of making a new demo as much have been added to the beginning areas. Mostly story content that’s completely missing in the current one. The other somewhat big thing would be the menu and an inventory system. Other than that it’s just some minor changes to some maps.
Would you guys want an updated demo or do you prefer to wait for the whole game?

Since I posted another update a couple of days ago this one will be pretty short. I’ve added some bugs (of the animal kind). If you’re a cruel person you can step on them.



I also finished up the cutscene for the bird-man npc. Here’s an updated version of the previous devlog gif:



It’s really been a pain, I’ve spent several days working on it, making a bunch of custom animations and emotes for it. But I’m happy with the result. Now I just got to make a second cutscene with it.

Other than that I’ve made some pop ups for when you pick up items. Nothing to exciting.

Work on the game might halt for a little while. Probably just a couple of days but maybe no devlog next week. I need to do some stuff on a community game.

Progress Report

Devlog #4: New character

Been working on an npc character the last few days.



This is the Engineer, a bird-man-maybe-part-lizard created by mysterious Master to make sure everything runs smoothly on the vessel.



It will replace the sleeping cat thing that was in the demo. I was never really too happy with how it looked and I had a hard time animating it. Feels like I managed to get some more personality into this one.
Other than that I spent the last few days writing dialogues which is easily my weakest point in this whole gamedev thingy.

Progress Report

Devlog #3: Save games and menus.

I’ve been all about menus this week. Rewrote the old menu system from the demo and added a custom inventory system. I also tried to customize the rpg makers save screen as much as I could.

Save screen

People might have seen this before as I posted it in the image section earlier this week. But I’ve changed a few stuff, such as the marker. Also added a symbol of an archaic device known as a floppy disk; a device used in the ancient time to store digital data on which was later replaced with cds, usb stick and portable hard drives.
Whats up with the score? The game is not score based but it will instead be a measurement of your progress in the game (just like the old point and click Sierra games). Progressing in the story and finding secrets will increase your score.

Inventory

The inventory is still missing some functionality. Need to make it so that stackable items can actually stack (such as the health potions). They will also need to be useable from the inventory. Not sure when I get around to it, right now it’s a pretty low priority.

Here’s a gif of everything in action:

Progress Report

Devlog #2: Cutscene Overload

Another progress report! I’m slowly getting back into working on this after a pretty long down time. Most of my energy have gone into making cutscenes and graphics. First thing let’s start off with what I did last week:

Most of my work that week went into making a secret area. (Don’t worry, how to enter it is not spoiled in the gifs below).





That’s pretty much all I did that week. This week I worked a bit more on the intro cutscenes. Here’s a gif of you entering this mysterious place:



Here’s another cutscene (still wip) of a giant eye taking a closer look at you:



Additionally in the light of the new patch for 2K3 I refactored some old system to use the new picture features and putting images into spritesheets.
I also made some graphics for the menu as I’m not happy with how it looks at the moment, it’s too noisey. Next task will be to rewrite it and make the inventory system.



And some item icons:

Progress Report

Devlog #1: Space spirits and machines

So after a couple of weeks of traveling and sickness I'm finally back working on this thing. So here's a couple of gifs of progress I made this week.


Got started working on an intro for the game


Trying out the movement of a ghost-spirit creature


And finally started working on a tileset for a new area

Progress Report

Demo Postmortem

Since the demo is done and production will halt for a couple of moth I’d figured I write a short portmortem. Just some thoughts on what went well and what didn’t go as well and some future plans for the game.

What went wrong:

Deadline
Well this is only half true, the deadline didn’t really go wrong it’s somewhere in between (betwixt if you will). I originally wanted to include more stuff in the demo, mainly story elements. I wanted to get an intro in there to show how you end up in the strange place, also had planned to have an npc (the dog thing) to flesh out the lore of the place a bit more. Would also have liked some more time to tweak and polish systems.

Story/Lore
Mostly due to the previous point not much of the story is worked out. Right now all I have for story/lore is just loose ideas. It will need to be worked out and tied together with everything I’ve built so far.

What went right:

Remake
The game is a spiritual remake of sorts from my parts of a community game (chapter 2 and 6 of this to be specific). I liked the basis of the gameplay in those and wanted to continue developing. I also liked the mystery of the place you explored.
The chapters where a good base for this and gave me an idea of what works and what doesn’t.

Graphical style
The graphics is really what started this whole project. I was just randomly doodling which resulted in the Planar Creeps. A bit later on I made the tileset for the first area as a place for them to inhabit.
The positive response to them motivated to start this project with them.

Deadline
The tight deadline really pushed me to finish this demo, without it would have gotten as much done as I have the last few weeks. It would probably been another week, two, three, five or never before I got something released.

Future plans:
I’m going on a vacation thing for a couple of month, once I’m back in early fall I will resume development on this and Space Devil.
My plan is to keep this game short, I’m aiming for max an hours play time. I want to continue developing on the obstacles/puzzles that’s been used so far, mix them up a bit and have them crossover with each other. Also want to get some more “puzzles puzzles” in there.

Also any feedback on the demo is welcome!


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