Game
It's Showtime!
7 months ago

Howdy! Cobalt here, with the first, of hopefully many, end of the month updates! These are gonna be formatted with work made that month going first and then afterwards any other announcements or things we'd like to share. For your convenience, of course.


These logs will likely contain personal stuff too, since with me and my partner being the main heads of the project. Our well-being or IRL goals are relevant to how much work is being done. Also while developing Showtime I intend to create other games similar to it, to sort of learn and test the waters + Since those ones aren’t tied to an IP I can actually make money off of them. Something I can’t [or at least not without Mike n Meatly’s permission I suppose] with Showtime or its characters.April was sadly, not my month, I found out I was vitamin D deficient and got a slight fever. So I spent a lot of days tired and recovering from that. Progress has still been made though, mostly on learning 3D modeling more, I’m almost done with a model I’m making for someone else actually and while it is not perfect by any means… I think it looks really awesome for being my maybe fourth or third model and it’ll be my first truly finished model as well. I also have made good progress on writing both dialogue and summaries of Showtime’s story. I did particularly get ideas for a good chunk of Showy's campaign however, which involves a character I was on the fence about including in Encore!... Until very recently...

Art wise not too much has been done specifically this month besides some concept art for cycle designs and some progress on textures for the studio. But that’s okay cause we’re not really at a spot where major progress can be made art wise yet.

There’s so much more I want to share but I’ll be doing my best to space out those things out between updates. So no update is too long or too short with nothing interesting in there. Also sorry this is all so vague and non-specific I’m gonna try and get in the habit of actually documenting what work is being done on Showtime monthly from now on, so I’ll be able to be more specific about what parts are being chipped away at.

So onto something that didn’t happen this month but is important we have decided to switch to Unity instead of Unreal Engine 4. I’d like to take some time to explain why and also make sure nobodies too anxious over the change.

For one thing, not a lot of progress was made on Unreal Engine, you could hear footsteps as you walked, use a buggy animation to enter a miracle station and the map was just a room full of lights. This is due to the fact while working in Unreal Engine was interesting and I learned quite a bit, I found myself often feeling it was not a good fit for Showtime and that trying to make it so was fighting against the engine as opposed to working with it.

Unreal Engine seems to be built for realistic, open world or multiplayer FPS type games. That’s not to say you can’t make anything else with it, but finding tutorials for things I wanted to do was. Basically a nightmare because youtube was flooded with videos on how to make those games specifically.

Another big aspect however was the general style. Unreal Engine is great if you want very realistic lighting and have a computer that can tank the sort of weight of that too. Neither is true for me however, Showtime’s characters are all very stylized, our humans are cartoony have clear shapes and most of all, I just want Showtime’s overall style to pay loving homage to 1930’s and general 2D Animation. I think both are really underappreciated and god do I love them. Also I’m making this on literally a laptop, a new one and not a janky one by any means, but still not a desktop.

Unreal Engine works great for those who know how to use it and want to create the games it was optimized for, but it’s not ideal for my purposes, Godot seems promising but Unity is just great at specifically doing what I want to do with Showtime. It’s great for beginners to Game Development, has plenty of tutorials for all kinds of games and is very flexible in style. Sadly nothing is better at being Unity than Unity right now. I’m still mad about what the CEO did, and I’m glad for those who were able to switch engines to those with better management but it’s not really an option for us currently.

Of course, this will put things back a bit but I’ve already been learning how to build a basic map in Unity and so far have only run into a few issues. Still I would love any advice on how to do this, esp from those who had made games similar to BATIM and other mascot horrors. [I have been thinking of building the maps inside Blender first and then importing them into Unity, to see if that’s easier or practical, but mostly I would love to hear what others commonly do to build such intricate interior design in Unity.]

Either way while this month wasn’t terribly exciting by no means was no work done, just nothing too fun to show off yet.

Also happy birthday chapter 4 <3



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