Dev Log - (02/10/2019)
Welcome to my first official dev log for the current scope of “End of the Line”! This past week, I’ve made tons of interesting progress dealing with key aspects of the game. There are new things that make the game better to play, easier to run, and more professional looking. Unfortunately, I may not be able to reveal EVERYTHING… after all this is a horror game. So without further ado, let’s get started.
Voice Actors:
This week, I’ve finalized almost all of the voice actors to be working on the game. I’ve asked multiple people for references, looked for hours for people, and searched for top quality voices. Finally, I’ve found some including some from people I know and some from people I hired. This is a huge step so we’ve been looking back through old scripts and changing lines to better match the current focus of the game.
Run-Down Look:
This subway system has been left abandoned for 15 years, therefore it should have heavy weathering and damage instead of being brand-new out of the box. This week, I’ve collected various dirty, rusty, grungy textures to outfit some of the older models with better examples of what has happened in the subway. Many things have been ripped out of place, flooded, or broken down. Lights can now be seen sparking and hanging down by single wires. Doors will randomly break off their hinges while opening or closing them to provide for an extra challenge and thematic relevance. Some of the new run-down areas have made for increased difficulty on puzzles. Systems may have to be added to rebalance the game, making it overall a more enjoyable experience for players.
More professional feeling:
The game now has an official main menu screen, credits, loading screens, logos, and splash screens featuring the company logo. These were features that were desperately needed before we truly could release a game. While they may not be as exciting as others, they would be very noticeably missed in both the demo and final product. There also may be a few easter eggs hidden in some of these features… but who knows?
Now, it’s time to get a bit more serious about the future of “End of the Line”. All of the money needed to hire voice actors, purchase assets, create new experiences, and use other services to make the game come directly from my pocket. Now, I’m not exactly financially rich or anything so this can slow down progress or make certain features inaccessible for me to make. Also, the free-to-play demo would come first meaning that I’ve made a game for next to no money coming back into my pocket. I don’t need to be paid very much other than some bare necessities. However, the out of pocket costs will slow down the game’s development.
Below, there is a poll that asks how you as an audience would be willing to support the development of the game. If you can take the time to vote on this, it would mean so much to me as I already have ideas for any and all of the suggestions.
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