05 - August Update
<8/11/2024, 3:42 PM>
Before we get on with this devlog, I wanna promote a game I worked on called Crawmeleon. I worked on some of the art work and the music for it, please check it out its cool. :D
Anyways, you know the drill:
DO NOT REPOST ANY ARTWORK SHOWN UNTIL RELEASE
So to start off, yea there’s no shot I’ll be able to make it to release a demo before September unless I were to be working on this game every single day. By the time school starts up again, I’m gonna have way less time to work on it so development will slow down, I don’t plan on stopping though :) . Regardless, I’ll make sure to update what has been done throughout August by the start of September.
Anyways, idk how to transition to the next stuff so here we go.
Test Footage Compilation 02
Like last post, I made another compilation of test footage of me working on the game, here’s the link and here’s each clip’s description:
0:00 | ___ - Ramps
- Dynamic slopes and whatnot.
- From the tutorial I followed for this one, it doesn't account for rotated objects but it accounts for pixel perfect walls and thats something I honestly like.
- Same goes for the aspect on move_and_collide but that became obsolete for this, odd but it still works so yea.
0:34 | ___ - 2 Players??
- Wanted to quickly test if there would be any errors if there was more than 1 player object in a room
- Will i add multiplayer?? Its not on my current scope but dont keep your hopes up, depends on if i could get the story to work with it or if i still have time to do so
0:39 | ___ - Room Transitions + 2nd Testing Room
- Using the tutorial I'm following, I got room transitions to happen
- Creation Code is coming in clutch honestly
1:16 | ___ - Font Shenanigans (Lowercase / New Font) (1/6)
- been struggling with fonts, cant be bothered to give a full on desc, but i need to lol
- With the addition of diacritics & accented characters, the added character size ends up messing with some of it aligning, one fix i have best is by just straight up cutting the size, leaving all diacritics cut off and indiscernible.
- Gonna stick with the cut off version for now (not demonstrated in the following pics), but ill try to resolve that with future workings on it (i do plan on making sure that theres an option to change the font if its unreadable but yea)
- Also try to get advice on if the lowercase characters are better or not.
- Btw, I’ve moved from using PixelForge to using Pixel Font Converter, honestly just made it way easier for me to be able to have all of the font drawn out on an image.
- I figure I should honestly show what they look like:
1:19 | ___ - Font Shenanigans (Uppercase Only / Old Font For Comparison) (2/6)
- insane that i managed to line that up without trying (context: i have to close, change the font, and reopen the game to do so), to be fair tho, there is code so costel stays aligned by each pixel so that kinda helps ig?
1:22 | ___ - Font Shenanigans (Full Font Set) (3/6)
1:53 | ___ - Font Shenanigans (Latin+ Uppercase) (4/6)
1:57 | ___ - Font Shenanigans (Latin+ Lowercase) (5/6)
2:01 | ___ - Font Shenanigans (Latin+ Other/Misc) (6/6)
2:05 | ___ - Funny Interaction Icon Animations
- Was trying to get the interaction icons to look more animated but i then got an unintended interaction with all of them just flying away lol that i just immediately needed to record it
- the interaction code is still not fixed lol
2:32 | ___ - Main Menu 1
- Starting to code in the main menu
2:36 | __ - Main Menu 2
- Dedicated Room for the main menu.
2:40 | ___ - Main Menu 3
- Finished Main Menu Layout
- This is definitely not definitive as of its design but this works for what it is as of rn
2:44 | ___ - Main Menu 4
- Found out i can add flavor text :>
- Right now, its not randomized or anything, ill debate on actually adding one when I have to go back to rework the design entirely.
2:48 | ___ - Item Implementation 1
- Yo its a rock
2:52 | ___ - Item Implementation 2
- Item description, name, & sprite testing.
- Interaction icon also now works with it so thats cool. All interactable objects or NPCs run on the same function.
- the interaction code is still not fixed lol
2:56 | ___ - Menu & Item Demonstration
- Showing off the menu interaction along with being able to transition into the game from the main menu.
- Added text to indicate the current room also for demonstration & testing purposes.
- Adding items to the inventory also works, still need to do the menu.
4:03 | ___ - Demonstrating The Interaction Issue
- the interaction code is still not fixed lol
- From a tutorial, its set up in a way that it uses a DS List while checking if the Player is most close to a specific object, unfortunately, it doesn’t check if two or more objects are also in the same interaction range (resulting in being able to interact with more than 1 object simultaneously), even though its checking as of which ever object is closest, even ordering the DS List doesn’t work (like it being ordered or not just doesn’t work or make any difference).
- Gonna try figuring that out soon, idk by the next devlog (for September) but yea, we’ll see.
4:32 | ___ - this freaking bug that i hate
- I spent like 5 or 7, idk, an entire night til like 6 in the morning trying to figure out a bug that would cause the game to completely freeze when trying to use the pause menu and closing it ever since I just added a way to go back to the main menu from the pause menu and it was just naught
- I then proceeded to take an entire week break from working on the game, I went back to it, and I managed to solve it in like half an hour.
- To anyone who doesn’t do game development, understand that this is the epidemy of what it’s like lol.
4:36 | ___ - Exit Screen Warning
- Working the exit screen roughly based on my sketches
- also I found out about blend layers so thats cool :)
4:40 | ___ - Exit Screen Warning 2
4:44 | ___ - Inventory Testing
- This wasn’t even supposed to be in this devlog (i held off because I wanted to get the reference designs down), but this is just showing it off for works.
- As of typing (8/11/2024 at 12:59AM), its already implemented into the pause menu but it still needs work on it.
More Art Concepts :D
UI Stuffs
As you might have seen in the video, I started working on the menus a bit more. As such, I ended up redesigning the pause menu interactions, here’s the previous post’s and the latest designs side by side. Do note by the way that not everything in the concepts are guaranteed to be implemented in-game, subject to change and what not, regardless though, these latest concepts I’m honestly happy with.
Character Stuffs
The moment you’ve all probably been waiting for… drawn out reference designs for Rianne & Costel :D . Yea I’ve been saying to myself since like the… last devlog apparently (actually thought it was more than that ig), that I would draw them out, honestly while typing this (8/5/2024), I still haven’t drawn them but I’m putting this section here just to force myself to draw them and I won’t post this until I have. Let’s hope it’s not too long since right now while I’m typing lol (finished them on 8/10/2024, ok so like 5 days, not bad ig lol). Anyways, enough rambling here they are:
You're free to draw them if you want but just give credit, of course. Just straight up link the Outpatient itch.io page or @ me on one of my socials or something lol. Of course, I can’t control if you do leave credit or not but it would be really appreciated :)
Speaking of, I’ve just (8/5/2024) turned on the community tab for the page so feel free to leave fanart, suggestions on stuff to do for the game, etc.
Costel Dream
So on the day of when I uploaded the last devlog (6/28/2024), I had a dream with Costel in it. It wasn’t much, I literally just did bullet points because I sometimes just can’t be bothered with describing in immense detail a dream I remember (that’s what nearly 300 documented dreams does to ya – as of writing, 8/5/2024 at 1:19AM, I have 299 logged dreams, if I were to include every dream I didn’t feel like writing down, I’d definitely have like 1000+ or something).
Anyways, since it’s bullet points, I’m not gonna bother with putting the text in-game for a video like the last log, so here’s it paraphrased lol:
Dream 279-C Summary
In summary, it was like an AU (alternate universe) of Undertale, titled “Undertale Hell,” quite literally making Undertale’s Hard Mode into an entire reality. This dream mostly involved me drawing out this design of Costel in pixel art in what reminded me of a mixture between Roblox’s game engine and possibly (as of typing this) the default GMS2 workspace background.
This version of Costel was wearing Rianne’s clothing excluding their jacket. What was most notable was that at the top of Costel’s horns were small yellow/red flames floating above both horns respectively.
Since this was a sprite of Costel, his art style was still the same as the current style for Outpatient. He was also silhouetted in shadow at one point.
Here’s a few renditions of how he looked like (also including the sprite work):
Last thing, whenever I do refer to this version of Costel, I’m gonna refer to him as UTH!Costel or D279-Costel (just thought of that 2nd one while writing lol).
Alright, that’s everything for this update. Going forward, I’m honestly likely to do monthly updates. If you don’t get an update from me, then I’m likely either too busy for an update or I barely did anything to warrant an update.
Stuff for later and ye hope everyone’s doin’ alright and take care:
- Environment Assets & Design
- Outpatient Logo & Cover Art Process
- Environment Concept Art
- Other Ingame GUI (Saves, Inventory, Documents)
Outpatient
Status | In development |
Author | jdxl2013 |
Genre | Puzzle |
Tags | 2D, GameMaker, Pixel Art, Psychological Horror, Singleplayer |
Languages | English |
More posts
- 06 - September Update76 days ago
- 04 - Programming Has Started :DJun 28, 2024
- 03 - Outpatient Custom FontJan 27, 2024
- 02 - The Main CharactersJan 20, 2024
- 01 - A Lot Done (Character Art Update)Jan 16, 2024
- 00 - Quick NoteNov 28, 2023
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