Hey guys, welcome to another devlog for Consternation II! Alright, so if you're reading this, you most likely came from GameJolt or Itch.io and are wondering how the development is going or wondering why the game is so short right now. Well, I'm here to address that!
So the build that's currently up is the demo for Consternation II. Right now, you only have access to that because the other levels that I've implemented are not nearly ready to be released yet. I still have a lot of work to do with the AI of the enemies and level design. My goal is to make the player feel like they're just barely escaping by the skin of their teeth. The way of making this happen is by good level design. Now, level design can be a difficult process just because it requires so much playtesting in order to make things feel balanced. Like the issue I'm having right now, is the placement of crawlspaces. I want them to give you a quick place to escape to, but still make it so the killer can easily get to where you are after you enter it, giving you only a few seconds for a head start on them.
So pretty much, the gameplay in the demo is no where even close to how it will be in the full game. Also, I mentioned this on the game page, but the maze design has been ditched and so has the original gameplay mechanics. No longer are you tasked with finding a key and a locked door, now you'll have to utilize many different items to escape each level.
Anyways, this is pretty much just me rambling so I'll leave a TL;DR: down below. Here, for reading, I'll leave you with a teaser for a new enemy I'm testing :)
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TL;DR: Gameplay is going to be much different than it is in the demo. You'll have to utilize many items to escape. The maze design has also been ditched.
Hey guys! Thanks for stopping by to read this devlog. So as I'm writing this, I've only been working on Consternation II for about 4 days and the game is up on GameJolt and Itch.io. I'll go over some things that I've added today.
even. more. maggots!
Some people got grossed out by them on social media, so I said fuck it and added more.
escape via crawlspaces
You can now escape your pursuers by crawling into small tunnels located in the facility. Be wary though, some enemies can crawl in as well ;)
Currently, it just stands there... Menacingly... That's it. Nothing else. But I'll be working on it more.
And that's really all I got for you guys! If you want to see exclusive behind the scenes content, consider donating to my Patreon! For only $1, you'll get a discord rank and behind the scenes content that NOBODY other than you guys get to see! Link is down below if you're interested!
Anyways, that's all I've got for now, so I'll see you guys next time!
Patreon Link: https://www.patreon.com/realcgg
Nobody has really asked yet, but I'll make this post just to address my reasoning behind this. So at the time I made Last Days, I was 16, tired, bored, and finding a way to cope with the mass amount of schoolwork I was procrastinating on doing. Hmm, how exactly could I procrastinate even more? By making a game of course! (Yeah I know I'm stupid, it's nothing short of a miracle that I graduated).
Anyways, I knew that I didn't want to make a game in GML because I didn't have time to be programming and making the art for everything so I decided to use RPG Maker MV for this small project. Honestly, the game wasn't even meant to go anywhere. I just thought it'd be a fun little thing to work on at 2am on a school night. So after working on it for maybe a week or so I uploaded a little demo to GameJolt to see what people thought. To my surprise, the people there loved it! I awoke to multiple YouTube videos, positive reviews, and players eager to play more of the project. This was all new to me. I had released other projects before that but I've never had people excited for anything I've made.
This got me eager to work more and I already had a Steam Greenlight license but I hadn't used it in the 2 years I owned it so I decided that I would see what Steam thought about it. Unsurprisingly, Steam detested it. Rather than seeing the game for what it is, they decided that since it was made in RPG Maker, it was shit (which to be fair, they turned out to be right in the end). I'll post a few of those comments here.
I'll be honest, these comments hurt quite a bit, but I soon learned that dislikes don't actually matter in the end, Steam just gives you a like/dislike ratio but only counts the upvotes towards being greenlit.
As I was sitting in lunch at school on September 22, 2016, the game was officially greenlit by the community and approved for release. Now this was something that I never would have thought would have happened so I basically shit my pants. Now I had no clue whatsoever how the hell to use Steamworks. I fumbled around with that for literally a week straight because once again, I'm an idiot. Obviously I figured it out, and the game even got media attention for Siliconera! Everything seemed to be going fantastic, for once I actually felt like I was becoming what I've always wanted to be, a real game developer. I would finally be able to have some fans, people that liked my games and were eager for new releases, it was just exciting.
All was well until February 17, 2017... The day I made literally the worst mistake in my life (so far). So I figured that if I wanted my players to better enjoy the experience, I would add Steam achievements. This turned out to be a fucking disaster. I was no longer able to upload my game! I had fucked around with too much code that I haven't worked with before and things started corrupting and going to hell. I would upload a build, send it live on Steam, update the game, play it, boom. I was still in the same location as the oldest version of the game. I had no clue what was happening so I asked on reddit. Somebody had told me that the .dll files of the game had become corrupted and that basically "I was fucked". Comments were filled with "F to pay respects" so I just assumed that the game was done for.
Now a lot of people just assume that I'm a scumbag developer just looking for a cashgrab and that I only care about the money. It'd be stupid to lie but yes, money IS a big factor of game development but that doesn't mean I don't care about my players. What I'm trying to say is that I did like how I was earning money off the game obviously but it was never my intention to screw the playerbase over.
For fucks sake, the game was nearing completion, why would I just make up an excuse and call it quits? That makes no sense. Those comments are always the worst ones to see. The "More like you quit because you had a better idea for a game" comments. That shit hurts. I do this 24/7 on personal projects and that's why you NEVER see those projects, because I don't like doing that to people.
So what does that mean for the future? Well, unfortunately, since Last Days had gained quite a bit of traction, people know about that train wreck and I'll never hear the end of it. With every game I release I get comments from people warning everyone "Uh, just so you know, this guy didn't finish his other project Last Days, so don't expect much from this. Probably just another shitty cashgrab, fuck you dev." I really am trying to move past this. But I can't really figure out what to do in this situation. I seem to have 2 options for game development at this point...
I don't want to start under a new name but it may come to that. The better option is to release Last Days: Necrosis for free and hopefully that will save my reputation at least. The only issue with that is food costs money. Rent costs money. Being awake costs money. I don't know. It's going to already be hard enough to work on the game outside of my job so that means my day will go like this.
So already, that's only 7 hours a day I can work on Last Days: Necrosis and there's no way that will be the case every day. Believe it or not, I actually enjoy doing normal activities and living my life. So it will be more than likely 3-4 hours a day that I can work on the game. Once the game is finally complete, I'd then have to pay $100 to Steam for the game to be put up (greenlight was better by the way, even more shit games are on Steam now.), then I'd have to see all my hard work not be able to help me financially. But in the end, the game will most likely be free because I legitimately do feel bad and I want to make it up to you guys.
So that's why I've removed the Steam page. I know you guys are rabid and will never forget my train wreck of a game, but this is my attempt to have a clean slate. Once Last Days: Necrosis hits, I hope you guys will see that I really do want to make it up to you. Thank you for your time and listening to my ramblings, but that's just what's been up lately. See you guys later.
TL;DR: I was a stupid 16 year old who made literally the worst mistake of their life, and now my entire name is tarnished because of my incompetence. I'll be making the sequel for free probably in an attempt to show that I truly am sorry and it was never my intention to fuck you guys all over...
So it's been 2 years since the failure of Last Days, I have decided to make a sequel/reboot of Last Days called Last Days: Necrosis. Within the last 2 years I have improved so much with using RPG Maker MV. I've also learned to back up my game files, you know, like every other person on earth so hopefully we'll have no cancellations for this project. Unfortunately, I cannot do this alone. If this game is to become a reality I'm going to need your guys help to get this game looking and feeling it's best. That's why I've resorted to making a kickstarter page. You can find it right here.
I hope you all are as excited as I am for this project! I'll leave you with this thumbnail.
Hey guys. I'm sure if you're reading this, you're actually trying to keep up with the updates on Pembrey and my other stuff (mostly Pembrey). Well I have some good news! Pembrey is very close to completion! I've also finished Consternation 100% and the GameJolt version now has achievements (which took 4 hours to figure out the APIs) and so that means that every project made in GML will have achievements on GameJolt. Exciting stuff! So at this point in time, I'd say that Pembrey is 95% complete and I have some ideas for future projects so I won't stop making games anytime soon! Anyways, here's some new screenshots of Pembrey to tide you over until final release. Have a good day/night everyone!
I just typed up three paragraphs of what I've been up to but it decided to just kill itself on me so I'm going to summarize what I wrote.
Hey guys, I have some unfortunate news for you all. Due to the mass amount of schoolwork I have to do, I have to delay the game for a month or so. I currently have 15 days of school left before I graduate and I need to get this out of the way before I can finish the game. Honestly at this point in time, I could rush the game out the door, throw a sloppy ending on it, and say "done" but I owe it to you guys to give you a finished product. So as of right now, I'm going to say the game will be released in June or July but I don't know what time yet, I don't want to promise anything at this point. So with all this schoolwork in the way, I'm only able to work on Pembrey for about 3 hours a week and maybe around 12 hours on the weekend. As soon as I graduate I'll be dedicating the rest of my free time finishing the game up and releasing it in it's final build. I'll leave you guys with some screenshots of what I've been working on. I'll keep you guys updated to what's going on with the development of the game. Sorry for the inconvenience.
"A delayed game is eventually good, but a rushed game is forever bad."
- Shigeru Miyamoto
What's going on?
These poor souls up above got to play the newest build of Pembrey. As you can probably tell, things have started to get scary. I've cut back dialogues by roughly 60% and started to spend the majority of my time on actual gameplay. At this point in time, I'd say the game is probably 80% done. I have 1 more chapter to complete, and then the game will be ready for it's final release planned in May 2018. Now, if you're still reading this, you must be excited to see what the game has to offer. Since I'm generous, I'll let you guys have a sample of what's to come in the full version of Pembrey. This is a small little tidbit that I whipped up real quick. It's nothing special, but it's mainly to show you how the new Hide and Seek mechanic works. Enjoy! I hope you look forward to the final game! Scroll all the way down for the download buttons.
I just typed a massive thing about this but none of it saved... So since it's late and I honestly couldn't be bothered to re-write it I'll make this short and sweet. The game has been making slow progress due to school. Since Maine has been getting plagued with snow storms, we've been forced to extend the school days an extra hour longer for the next 5 weeks. That paired with my after-school job, makes for slow progress on Pembrey. For every 5-6 hours I work on the game, I add around 20 new minutes of content. Here's some screenshots of things I've been up to. Also, I'm currently on chapter 4 out of 7 of the game. Enjoy the screenshots! :)
Hello everyone! Welcome back to another devlog. Today, I have some very exciting news! Pembrey is finally out of early access! It's been such a long journey to get here. This does not mean that the game is complete however. In fact, there's still a lot more to do. As mentioned before, I plan on having the game completed by May 2018 so that's only 3 months away!
Now let me talk about some of the new things I've been working on over the past few weeks. I've made some animations for each chapter of the game. Here's a little preview of one for the third chapter.
Along with that, I've been working harder and harder to find good sound effects for the game. Sound design is very important for this type of game in my personal opinion. I'm trying to steer clear from using music in this game, other than chases, title screen, and credits.
Honestly, that's really all that's been up. I've been kind of procrastinating for the past few weeks to be honest. BUT, vacation just started for me and I have no other work to do so I've been getting some really good progress done lately. If I can lock this schedule down for the next few months, Pembrey should be completed on time and I can work on the next big thing. Anyways, I'll see you guys next time. Cheers.
Hey guys, welcome to another devlog. So quite a few things have happened over the past few weeks with the development of Pembrey. Nothing major, a few snags, but ultimately some good progress has been made. The final interviews have been completed and the "shit hits the fan" part of the game is starting development. If I keep working at this rate, the game is expected to be complete around May of 2018. I'm planning on having this done around then but some things may get in the way. I have quite a few 'big' school projects that are going to be due in a few months, like an auto-biography we have to write.
That's going to take up a lot of my time and this game will become more of a side project until those things are complete. So as of right now, I work 3-4 hours on Pembrey during the weekdays, and 5-7 hours during the weekend. These hours may get cut down to 1-2 hours during the weekdays and 4-5 hours during the weekends if these big school projects get in the way.
Now that all of that garbage is out of the way, let me actually talk about some things related to the game. A lot of 'little things' have been added to Pembrey to make it look nicer. I'll list those below.
Welcome back to another devlog. Before I get into the specifics, here's a quick list of the things I've added or fixed since the last devlog.
Okay so now that the list is complete, I can talk about the newest build in more depth. Let's address the elephant in the room. What does the new build have for new content? Hopefully you were thinking that because I'm going to tell you. To be honest, there's not a lot of content. Between school, work, home issues, and the bugs in the game, I honestly haven't had a lot of time to actually add stuff to the game. The newest build however, includes a few forest scenes that are complex and take a very long time to make. Each forest scene with my new style takes around 40-70 minutes each. The graphics I'm using come with a tile that allows you to make thick forests easily but it doesn't look good at all. So instead, I make the forests tree by tree by tree. Also I've made the forest thicker and filled with more foliage and rocks so that adds more already. So yeah, TL:DR; forest scenes take a lot longer to make now.
Next up, I'm going to talk about the interview scenes. So interviews are what take up the most time in this game. I remember that the first interview of the game, "Ethan Hill's Encounter" took me 19 hours to complete. So the interviews are obviously a big part of the exposition of this game but they will eventually go away for various reasons. Day 3 of the game, things will change. So expect the beginning of the game to have some good interviews before the game really get's going.
To wrap this whole thing up, I'll talk about the voice acting. I'm currently working with some voice actors to fill the rest of the cast of the game. I plan to have the rest of the game fully voice acted (even though this task will take literally months to complete). So this begs the question. Is voice acting really worth it? Should the game really have fully voiced characters? Please leave a comment below on your thoughts. See you guys next time!
Hey, welcome to the first Pembrey devlog! So with this first one, I'd like to talk about the sound design of the game. You may notice that there is no music in the game. This is kind of what I'm going for. In most horror games, the gimmick is if they're playing a scary soundtrack, it would get you scared. In Pembrey however, I'm trying to make the player get scared just from the ambient noises in-game. What's scarier? Being chased through the woods with a scary theme playing, or having to run away and just listen to where the footsteps are coming from? Honestly there's no right answer to that, it's in the mind of the player. Personally I feel that having to listen to the footsteps of the enemy makes the game way scarier than just hearing a theme. As a side note, I've optimized the game more and amped up the lighting. Certain windows now give off lightrays which is cool. Well that's all for this devlog. Thanks for reading! I'll keep you guys updated.