Devlog

Random Screenshot #12

The power’s out due to the storm. An eerie glow in the forest. And a boy looking for his missing dog. Things are about to get interesting…

What's that glow?

Steve makes a disturbing discovery by the creek.

That definitely wasn't there last time...

Random Screenshot #10

A random paper boat appears as our heroes make their way through the forest. Is somebody trying to send them a message…?

Is somebody trying to send them a message...?

Spooked Myself

Great, now I’ve managed to spook myself: Woke up sweating last night because I dreamt of this lovely whatever it is…

WTF hand, you're not even part of the game! Go away!

Not sure this will make it into the game, it’s really not meant to be that macabre.

Wireframe to remind myself that it's definitely not real...

Pivoting towards interactive fiction

Kinda pivoting in a different direction here. Towards something less like a traditional adventure game and closer to what you might call a visual novel or even interactive fiction.

Recently I came to realize that I was focusing too much on rendering pretty pictures when pretty pictures just don’t make for much of a game. And then it occurred to me… maybe a traditional game isn’t really what I want to make! What I really want is to tell a story.

The Webmaster as interactive fiction

And you know what? You don’t need a full-blown game engine to tell a decent story.

With this epiphany, I am no longer shackled to Unity during development and testing. Working in Unity always felt like, well, work… something about it was almost suffocating: This enormous editor designed for AAA games with an insane amount of features, most of which I wouldn’t ever use for this kind of game.

Now, by using Ink directly, I can just write freely in a text editor and iterate much more quickly.

Of course I’ll still work on rendering backgrounds and illustrations. But there will be less direct interaction with the game and (much) more text to read.
Which is fine by me, as anything that reduces my workload is a win in my book.

Random Screenshot #9

TIL that rendering forests is really, really hard. Not only do you have absolutely insane amounts of geometry, the lighting is also a worst case because of the harsh contrast between the sky and shaded areas.

These screenshots’ resolution is twice that of the ones I’ve posted so far. I’m considering increasing the resolution of the game for various reasons.

Some lighting studies:

Foggy day
Sunny afternoon
Early evening
So much geometry it's hard to see the wires.