Game
Faded Solitude

5 years ago

Log of July (2019) - We're sorry!


Hello again,

Oh no- What's going on?

For the past 2-3 months we've been working hard on making a good DEMO version of PCP, with plans of releasing it here in August. Unfortunately, we've bit a little more than we could chew out in 2-3 months.

In other words: We're postponing the releasedate.

We originally chose the release date of August due to our coder's availability. With uni-assignments and work taking up a lot of space, his time dedicated to the game will be virtually non-existant from August-November.

Production will therefore be very slow, hence why we're moving the release date all the way to January 2020. Yes, we know that's a long way from here, but we're not planning on 'crunching' it.

Why not crunching it?

This is a personal project that we dedicate a lot of time to, but it shouldn't be a nuisance on our personal lives. Crunch is bad for health. Game-devs aren't super-humans.


On the bright side...

Enough apologizing, let's look at what we actually managed to make these last couple of months.

We'd say we're ~50% done with what we had planned. You can check the lists that Helina has drawn up below:

list_of_stuff1.jpg

Crunching now might have given a working game, but not one that would be 'complete'. Plus, we all know how important polish is for a first impression.


The Code Corner

It’s about code (and more, in this case). It’s the coder segment of the devlog. REVOLUTIONARY!!!

I asked the game’s programmer (@RocketBoyweee ) what inputs he had for the devlog. Here’s what we got, quote:

For my part in the production I've done:

1.Some configurations in the database to save the state of interactable objects in game. The state of all objects are saved when the player returns to the game after exit.

2.Built a new soundtrack for the game, although Alex thinks it's too disturbing so I need to change it. xD I don't want to freak you guys out too much.

3.Imported all puzzle pieces in the game - now the player can interact with puzzles in the game to progress between levels. The puzzles are like those jigsaw puzzles you would do on the table with your family. When assembled, it creates a storyrelated image.

4.Implemented the ending for our DEMO, where players can get a glimpse of of the next level.

5.Made a few more sound effects.

6.Fixed some glitches involved in dialogue

7.Added npc animations so npc's feel more alive when you're interacting with them!

A lot of progress has happened in the coding dept. Now it's back to uni.

-Wish him luck folks!


That's all for this month. To apologize for the delay, we'll try to give you a more in-depth look into other aspects of the game's world. We want to engage more with you all. Therefore, next month's topic will be:

  • "Bringing you aboard!"

O K, Bye. See you all in a month! Or sooner? Oh my.



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From all of us to all of you :)

Hey peeps! Today we bring you something new:

A YouTube video! About Faded Solitude and the six years we've spent on it so far :-)

Check it out here:

https://www.youtube.com/watch?v=bKfX-NztUZA

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Log of August (2022) - Bunch-a of small things