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Hello, it's me, IRN, and it's finally my first devlog of 2024! Yippee! And I'm feeling good about this year. Pitch Black has fallen low on my priority list, and although that may sound like a bad thing if you're interested in this game, it may be vital for making this a great game. I need to learn to fail, and if I had committed to releasing it when I wanted to, Pitch Black would have been that first big failure. I have learned a lot from Pitch Black, and it probably would've been worth even releasing it in this state. The thing is, I don't want it to be a learning experience. I want it to be a finished product with a worthwhile story, fantastic gameplay, and a beautiful soundtrack. If I explain why I find this game is so important to my future, it'll spoil a lot. Think of it like my "Project" being on the line. If this game is an utter failure (critically) it'll be the immediate end of the Project. That means some of my projects will be released this year, such as Lights: DIE OUT or Home Grown's beta, and while that may lead to Pitch Black being delayed again, it'll be better for the future of the Project. Lights: DIE OUT is another project that's already become a learning experience for me. And if I'm honest, it's not vital to me. Anyway, this was a quickly thrown-together devlog by yours truly, IRN. bye-bye.
Yes, I know it's been a long time since the last Devlog, but I've been feeling down for a while and also didn't have much to discuss (until now). And also, yes, I'm finally having fun working on my own game, and it's after I forced myself to start planning things out. _ _ _
Hello again, everyone! Although it has been several months since the last devlog, there's not much to update you on. Most work recently has just been to do with the story. The first thing I want to mention is how Act 1 was originally gonna be an introduction to the mechanics, and Acts 2-3 would only introduce more monsters and puzzles. But I want to change how this works, and I want each Act to stand on its own, each introducing a new mechanic and/or tool. Second: As I had mentioned previously, I had been planning out the rest of Act 1s levels while improving on what I already have (the first 1/3 of Act 1), and I am continuing to do part of that but more of a focus on the story. When I had begun planning Area 2 I had only been planning the level itself, and now I'm also writing out the story along with character dialogue. For the game, player control is the only thing I'm working on and improving. I think I have a very solid control scheme since you only need to learn two mouse buttons and two on the keyboard (plus WASD and Esc for pausing), but it's even better on a Joypad/Gamepad since there're a total of five buttons you will ever need to use in-game. It was foolish of me to tease an early demo in May, but now, instead of rushing myself to finish a demo with barely any story and unfinished mechanics, I will make sure I do this right. There will still be a lot of time between each devlog, which I'm planning to start releasing on an area-by-area basis (e.g. I'll probably wait till I start on Area 3 to publish another devlog), but I hope to see you all in pitch black sooner than I expect.
It's been well over a month since the last devlog and I haven't done much with the game. I have done a lot of planning and story writing but not much to do with the game itself. But I think it's good that I have "taken a break" Because now I have a plan and an actual story I want to tell.
Welcome to the 13th devlog! It's been over a week since the last devlog, so here's all the new stuff (that I can reveal)! Wait! Before we get into that: Remember to check out the cover image for each devlog, because that's where I'll be placing new teasers. Now onto the first category.
See all previous devlogs on the Itch devlog Yes, although it was quite a struggle to set up the game's page for Steam with its such high standards (it's a joke, Steam), I was still able to make a lot of progress!
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