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GꚚRE

1 year ago

Hurting People - February 2023


First of all, we want to say thank you. The support we've received from those who saw the last devlog has been nothing but positivity and it's such a huge boost to our motivation! So thank you, all of you! 

Last month has been a bit chaotic for us on our end. We haven't been able to get as much done as we wanted to due to a very very bad bout of illness. 

As such, it'll come as no surprise that this months devlog won't be as packed with content as January's. With that being said, we still have plenty to show off! Without further ado, let's begin!

The Revolver

This month saw work on our first weapon sprite set... The Revolver. These gifs should speak for themselves!

rev.gif
rev_alt.gif
rev_reload.gif

We've shown these off a little bit on our socials but wanted to give you guys a more complete showcase here! 

Displayed in the last gif too is a mockup of our shell casings! The sprites used are final however we have yet to implement a system for them to actually function as we wish to have them stay on the ground permanently. For now they are just using Unity's particle system. 

More things to hurt people!

While I unfortunately was unable to dedicate time to animating anything beyond the Revolvers animation set (seriously, fuck the flu!) I did however get started on the models for some other weapons!

These include:

- The Hatchet

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image_1.png

- Dynamite Bundle(s)

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pbundle1.png

Adjustments may be made depending on how these look as sprites.

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I wish we had some animations ready to show these off. When we do, you wont need to wait til next month to see them! More info at the end of the devlog!

The World of GORE!

Showing off the above world models is a great way to segue into the world of GORE! I've started working more on my work process for creating skybox assets and sprites for static world objects!

Here is a small collection of random things to show this!

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Very very WIP

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Also... It's occurred to me that we've only been showing you guys one environment, that being the interior of the morgue the game opens in.

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We understand that this is probably pretty boring seeing the same two rooms over and over again... There’s actually a good reason for this! We have been working on changing our level creation tools.

Previously we used SabreCSG for levels as I prefer it’s boolean based workflow over ProBuilder, however as we began to build out our levels more it became clear that SabreCSG was not suitable for our needs. So we’ve instead moved toward ProBuilder!

While I still prefer SabreCSG’s workflow, ProBuilder allows us far, far more freedom in what we are able to create! A core part of GORE is dynamic levels which can be destroyed through both player actions and scripted sequences and ProBuilder allows us to do this.

This change does mean however that a lot of level design time this month has been spent on completely redoing what we had already created in ProBuilder meaning we’ve been unable to get other levels into a state we feel happy with showing off… Just hold on a little bit longer and we’ll have more to show!

Speaking of places though, there’s a new premiere location for all things GORE! The official GORE webpage is now up!

Go check it out at: https://disk-dungeon.com/gore/
and Subscribe to the mailing list for exclusive content!

Conclusion

That's it from us for this month! Again, I'm sorry that we didn't have much to show off but illness and external commitments really destroyed our pace. I had what seemed like 3 illnesses back to back so was bedridden for a while. Over the next month I intend to catch up on work I missed. Should be exciting to see!

Anyway, that concludes this monthly devlog. But before we leave we have one more exciting announcement…

Linux Support.

Have a fantastic March! Next month we’ll make good on our 5 dead fish promise!

Website​ - IndieDB - ItchTwitter - YouTube - Facebook



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