This looks really cool!
I'm curious - in terms of tone/story/etc. are you going for a more Resident Evil vibe, or something different?
Good question! I think it's fair to split survival horror plots into the RE and SH camps. You can either make a more straightforward story like Resident Evil, or you can make a psychological story, like Silent Hill 2. We're leaning closer towards the Resident Evil side of things, albeit less camp and a bit darker overall.
I love Silent Hill and how it tells it story, but really successful psychological horror is also an incredibly hard thing to pull off - so hard that the Silent Hill series itself fails at it more than it succeeds! Likewise I think a lot of first time indies have tried to go for a Silent Hill vibe and can't quite hit that mark.
Update #5We submitted a MEGABOOTH build. It's far from perfect but it's a decent vertical slice of where want to take things. There's only so long we want to spend polishing builds for events and shows that will never see the light of day when we also need to actually develop the game... the inevitable trade-off between development and marketing, I suppose.
Still, doing the work for that demo did push into getting some of the more boring / tricky things like saving states sorted out earlier than we probably would have tackled otherwise, and the stuff that's dragging behind like combat is not something we could have fixed in a couple of frantic weeks.
Some shots of the our church area and dock area:
The dock area is where the game starts, and should hopefully serve as a quick tutorial as well as setting up some information about the world and the characters. The church is a meatier area of the first act, and one of the major locations in the village itself.
Lighting is all off right now, especially outside, though we do intend to go for a deep sunset style of lighting for this act, potentially moving further into nighttime in later sections of the game.
Our current plan for the next few weeks is to expand out all the areas in this act of the game in much the same way as we did for our school area, by starting with a very vague plan of an end-goal and some story, then building the basic environments with asset-store stand-ins and then iterating on that.
Seems to work for us much better than detailed planning and design documents do, but we've always worked like this, even back when creating websites.
Thanks for reading!