Game
Project: Hourglass
10 months ago

Project: Hourglass Devlog 2 - Mobile + Quick Updates


Hello everyone, welcome to the second Project: Hourglass devlog, today we're going to be going over some quick updates that we'd like to share, as well as explaining what's going to be happening with the Mobile version of the game.


First of all, I'm glad to say that after messing around with the office for a bit, the textures are finally finished.

loadingscreenrender1.png

before the texture rework

finalofficerendercompressed.png

after the texture rework


It's not really a huge difference, but I'm still glad that I got it done. I think the office's previous textures were something that kinda bothered me, as I thought they were too flat. It's possible that I may slightly update a few more things but as of now, I think these are permanent.

Regarding Mobile


The Mobile port is currently in healthy development. Most of the controls are finished, and the game is currently completely playable on mobile. Let's quickly look at the results of the mobile poll and explain how the port's release is going to look like.

image.png

57% of people voted that they would like to see a stripped mobile port release with the PC version, and then have a 1:1 port release later.

What do you mean by a "Stripped Port"?


On PC, the final game is currently meant to have 5 Normal Nights, 1 Boss Night, a Custom Night, and 3 Endings. The Stripped Port made for mobile will most likely include just the 5 Normal Nights and the Boss Night, with the "Normal Ending" being the only achievable one on launch. This may sound like a bummer to a lot of you, but after release my number 1 priority will be to work on a complete port of the game that includes the Custom Night and the ways to achieve the other 2 endings of the game.

The reasoning for this is that I simply don't want to burn myself out with this project. I'm really happy to be working on this game, but to then finish the PC version and immediately rework the more complex parts of the game for mobile would feel really unmotivating. The way I currently work is that I add features, then I change anything that needs to be changed for mobile. Once I reach the Custom Night/Alt Endings stage, I'm going to only focus on PC and then go back to those areas once the game releases and focus on their mobile counterparts.

This method of working will make it seem that instead of having to redo the ENTIRE game, I'm simply going to be working on smaller parts of it, which is going to feel a lot less tedious.

Teaser 1 - "some things never change"


Yesterday I uploaded the games first official teaser, and in case you missed out on it, here it is!

teaser1.png

Thats about it for today, I hope to have another teaser and devlog out next week or so. Have a good day and thank you for checking into the development of Project: Hourglass.



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