Project MAKURA: DevBlog #2

Since the last update, I made some additions to the current game. For now, I just implemented the window to open and close correctly, but it functions according to the monster that is affiliated with it.

I still don’t have official names for these “monsters” (I really need to name them), but this Window-Monster will enter and leave the player’s bedroom in areas the player is not looking at. The only way to know whether this Window-Monster is in the room is seeing whether the window is currently opened or closed. If the window is opened, it should indicate that the Window-Monster has entered the room from outside.

[CLIP] Early-Footage of Window functionality.

How the player handles the Window-Monster, I’ll leave that to be revealed in another dev-blog.

Change-log:

  • Window 3D-Model created and imported into the engine.
  • Window Open/Close functionality implemented.
  • Added Win-Condition (based on a Timed-Goal).
  • Added Replay-Button functionality if the player loses.
  • Reorganized and restructured overall Code-Structure for improved performance/readability.

Future GOALS:

  • Home Menu
  • Integrate “Closet-Monster” AI
  • Initialize “Window-Monster” Base
  • Initialize “Nightlight-Minster” Base

Twiks Kreet: Reference Map

I have been working on fleshing out a comic Twiks Kreet for a while now. One of my main issues is I keep redoing scenes because one of the main issues is keeping consistent with what is in the background. So, I decided to create a 3D-Map of the environment the comic takes place.

Initially, I wanted to simply use it strictly as reference to guide me in creating the background for my panels, but the process of creating these environment renderings really got me curious to see if I could utilize the tool to its maximum potential. Possibly add some hatches or pencil textures to give it a more natural feel, as well as some visual filtering. However, a part of me is really against the idea and wants to draw everything by hand, if anything I would be more inclined to use a mix of hand-drawn styling and Photoshop editing to create the background assets for my comic.

I’ll need to experiment more with 3D-Rendering tools to see, but I’ll probably post more later to sort out my own thoughts and keep a personal note to myself.

– Gomi

Project MAKURA: DevBlog #1

I’ve been working on a game on my free time with some friends on and off. Currently I’m working on this project solo, but it’s been enjoyable so far.

Code-named ‘Project MAKURA‘, the game falls under the generic horror genre. What inspired me to take this route was to explore different ways to induce fear into players (as well as rethinking what defines “horror”).

Modern horror games today rely heavily on jumpscares and cheap tactics… I truly believe there’s more to horror games than that. Hence, I’ve been doing research into fear and psychology; I can’t promise I’ll make something spoopy, but I’m sure it’ll be an interesting experience.

Project MAKURA currently runs on Unreal, I’m simply using it to prototype the game and determine whether the ideas work on paper or not. As of now, much of the architecture is a bit of a mess (Unreal isn’t my expertise), so I might scrap this for a more efficient build later on.

As of now, these are the Current Features:

  • EVENTS:
    • Win-Condition
      • Option 1: Stay awake until a certain time is reached.
      • Option 2: Eat enough melatonin-gummies to fall asleep (scattered across the room)
    • Lose-Condition
      • Fear-Meter reaching max capacity.
    • Induce Fear-Meter
      • Gazing at an entity will incrementally modify the amount of fear a play has induced (via the Fear-Meter).
  • Intractable Objects:
    • Nightlight
      • The player can switch the light on and off.
    • Table-side Clock
      • Player’s only access to time if they do not have access to the Timer UI.
  • Entities: (these are temporary names)
    • Closet-Monster
      • A passive enemy. While not harming the player directly, its trypophobia-inducing appearance paralyzes the player, leaving them vulnerable to other enemies as their gaze is locked onto the creature.
  • Implemented UI (Widgets):
    • Timer Display (Clock)
    • Fear-Meter
    • Lose Screen

Not too much has been implemented yet. I would ramble on about the upcoming features I plan on implementing, but that would be too much for the first blog :wink_emoji_idk:
I’ll post more when I reach a milestone.

– Gomi