http://steamcommunity.com/sharedfiles/filedetails/?id=774015838&tscn=1475534834
Hollow Bliss is now on Steam Greenlight, I would appreciate if you'd look at it and consider voting for it, much more gameplay of that one coming soon!
If you're curious, the "A Girl Is Eating My Garbage" page will go up a bit later. Now if this feels like it's out of left field, it's because I haven't been communicating properly, but like I said in my last post part of my goal is to start doing that much more, so let me spill some beans.
(Yeah, I'm not sorry for that one.)
You may have noticed I have in the past year mentioned several different game titles, and not much more than that about them. Some projects simply changed shape and name or merged together, but most of it goes with me being one of those types that's a bit too... Highly ambitious. While I'm very productive and I thankfully have what I need to see something through, there does end up a lot of projects that end up somewhere in partial development. This year has been particularly bad about that since I really expanded my horizons. I know I haven't been vocal about this, but I spent a lot of time this year trying to hone my skills in areas and gain new skills, and I took a lot of time studying different game engines. Not so much to replace RPG Maker for me, but to broaden the things I could make and the overall skill. and it's helped, I think I've seen a raise in quality of my work. I studied 3D modelling, deeper music production methods, and most of all various different engines, ranging from Game Maker, to Ledworks, to Clickteam Fusion, to Unity, to Unreal, to SMILE, to Axis, and more. And not just light study, I mean dedicated time and I sort of started partial projects in all of them. Most of them you guys won't see for some time, but I wanted myself to do something most indie devs don't do... Try to hone my skills in a number of engines and try different sort of projects I make and see how they fit different engines. Part of the fun I think for me is working within but also expanding my limitations.
As a result, I have ended up with more partial progress projects than I'd like to admit... You guys don't even know half of them. A few of them will probably pop up next year, but it also gets worse since sometimes as I work I realize it'd be best for now if I focus on another project first and save that project for later when I gain more skill in other areas. There's been sort of an effect of this where I name drop something, and then suddenly something I've never mentioned before crops up and I act like it's been there all along... Since it has been. Originally I thought A Girl Is Eating My Garbage was the project that most came along and I could do for my Halloween project, but then within the last week I made tremendous bounds on Hollow Bliss, and I knew and buckled down this was my Halloween project, and here we are. It's what I'm dedicating my October too, I've been working a crazy amount on it.
Hollow Bliss is a project that was born as a mixture of my look into Ledworks, Clickteam Fusion, & SMILE game engines. I won't talk about this much right now, but I was looking into the possibility of a fixed camera angle horror game, and I found it's more than possible albeit with challenges. I originally was going to name it Hollow Bliss, but as it came along that name didn't fit, and I found when working on the Ledworks project that it fit the project much more on that due to a method I was learning 3D modelling with and an effect which inspired an idea... But I fiddled around with SMILE Game Builder's trial and something really came from that, it used almost all of the same 3D model limitations and exact specs that Ledworks used, which made importing my progress easy, and more so made the project come together better. So here we are with Hollow Bliss as it is in its finalized state!
I'll leave the Greenlight Page to give the basic of what the project is, but expect a couple more posts about it this next month and watch the Greenlight Page or my YouTube channel in upcoming weeks for more gameplay of it. I won't say too much, as I think the game is best enjoyed knowing as little as possible, but try to show some stuff to get people interested.
Happy October, and thanks for those who are sticking with me and all my twists and turns.
Red Haze
Yai Gameworks
Yai Gameworks
2017-02-13
Indie Adventure Singleplayer
Game News Posts 81
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(161 reviews)
https://store.steampowered.com/app/428860 
The Game includes VR Support
Red Haze Depot Linux [386.69 M]
Red Haze - Bruises Glimmer in Starlight
It isn't safe...
Falling into the dark pits of society, Rockette turned to drugs to give meaning to her miserable existence. Squatting in an old apartment complex, she finds herself at her last pump, and decides to venture from her shanty abode to locate her dealer, an older woman by the name of Aunti G. However, a creeping feeling takes hold; something is following her. A voice begins to talk to her from within the walls...
A semi-sequel to Close Your Eyes, something of a loose retelling of Little Red Riding Hood. Featuring a cryptic, surreal, and morbid story where not everything is as it seems, perception is important, and choice matters.
- Something always watches you in the dark places of your mind; different people may perceive things differently.
- A harrowing experience featuring an original soundtrack & art.
- An unsettling and slowly-building atmosphere, paced to keep things interesting.
- A cryptic and harrowing tale exploring the dark corners of society.
- Voice acting that may be turned on or off.
- Multiple endings, many secrets, and multiple pathways support replayability.
What soft skin you have, my child...
- OS: Ubuntu 14.04 or Steam OS 2.0 (64 bit)Memory: 4 MB RAMStorage: 800 MB available spaceAdditional Notes: 1280x720 or better Display
- Memory: 4 MB RAMStorage: 800 MB available spaceAdditional Notes: 1280x720 or better Display
- Storage: 800 MB available spaceAdditional Notes: 1280x720 or better Display
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