Dev Log #3 - Lifting the shadow


Hello! Here's another update about progress on the game.

Since the last dev log I have received some feedback about the game and have been working to implement some suggestions for improvements.

One suggestion was that the game was too dark and could do with being lighter. Now the darkness of the game was a design choice to limit player visibility to induce the fear of the unknown in the player as well as make the flashlight a viable feature and through all my feedback received it has worked to do that. But then it also hides a lot of the visuals and with the power of Unreal Engine, you can make some really nice visuals in games. I am not an artist so while I can not make the full use of the engine capabilities unlike the talented artists I see everyday on the internet, I have tried to create an environment that is not to light to not be spooky but also not too dark to hide the eerie look and feel of a 'deserted' holm. My early testing has proven good so far and I feel I have struck the right balance for visibility but further testing from players will decide that for me.

Other than that, I have implemented some more changes and here they are:

  • Implemented the Options screen functionality - players can decrease the graphics for lower spec machines
  • Visual feedback for running out of stamina when sprinting
  • Ending screens for the 'good' and 'bad' endings with lore text for post game story
  • Added in credits for asset and audio providers/sources
  • Minor gameplay fixes for events not activating preventing completion

I feel I am getting closer to the end now and still on track for a March release though I have realised my file size is too big for the itch upload so I will need to get in touch with them so depends on how long that takes. I am also looking into freezing the upper body of the animation to reduce the flashlight swaying when walking/running. Fingers crossed it all goes smoothly!

Thanks for reading this log!

Jarvo

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