Time to give this devlog some love. For some reason I didn't log into TIGs for ages.
I'm now in full crunch for IGF, the game has been through a short hiatus, as well as a couple more big pushes.
I dunno if I put the trailer up here, so here is a link to it: Official Trailer
I've done a lot of work on the mechanics and the overall look (lighting, effects and so on, as well as doing a second pass on all the art, with a lot more detail.) Here's a current shot:
Have decided to use TIGs as a motivating thing for IGF, and the finished product, so I'll be posting small updates here regularly, as well as more in-depth ones on my blog. It's been a long, long process, getting this bastard in shape, but I just played it after a week off and I'm suddenly surprised at how far it's come!
I think it's on the verge of working mechanically... I don't want to give too much away, but the decision to make combat, or rather killing, optional but difficult to avoid has worked out well I think. It requires a lot of careful balancing and planning, but I'm just now boiling it down to the essence, and I'll probably come away with two or three main mechanics for doing this.
I guess I'm trying to solve (or at least lessen) the age old problem in survival horror of either being too powerful and not scared, or limiting the power and opening up the design to dead-end scenarios (classic example being having no ammo!) That and 'seeing the monster too much weakens it.' I'm trying to use the lighting system to my advantage here, as well as the 1D nature of the game. I'm being vague I know, but it's the kind of game where the less you know, the more you'll get out of it I think.
Leading up to IGF I'd love to get a couple of very, very private testers (would probably help if I know you as I'm pretty paranoid about my baby getting leaked at this late point.) If you're interested, and would be prepared to give some fairly detailed feedback, PM me, and I'll let you know. It's not time yet, I'm thinking in a couple of weeks or so... but something to bear in mind.
Also, if you have any thoughts or suggestions about:
- foods you'd eat in a zombie apocalypse (can include combination foods, in-game example being 'rice pudding + fruit salad')
- ways of avoiding or disabling fleshy monstrosities
- classic adventure game puzzles in a world that's falling apart
I'd love to hear them!