Hello everyone! Welcome to the first developer log of the year and I hope you’ve had a good 2022 so far!
Now, onto the news.
The only thing I’ve done to the website this month has been adding actual embeds for everything rather than buttons. I think they look better
and feel more legit than just a “download now“ button. You can see them on the homepage for the Discord server link, and on all the game pages
for the actual download links.
With Project DAYBREAK, I’ve officially made the very first monster design for this game! It took a lot longer than I realized it would since I was
modeling and rigging it for a long time, but now it’s fully usable and able to be animated in the game. Hopefully, in the future, I can speed
up monster designing now that I’ve done it and rigged the model, but we’ll have to see.
As far as the mechanics that I was talking about last month, I’ve gotten one of them implemented and another is currently on the way, with
the time in between that obviously being for the making of the monster’s design. Kyle Misko, the sound producer for this game, is currently
working on a music track for the monster that I just made. Project DAYBREAK’s soundtrack is something that I’m especially excited to share
with everyone!
Now that it’s the new year, I think it would be a good time to talk about possible dates for trailer posts, the actual release, etc. In light of
transparency, right now it’s still very hard to say when the game is going to be released because some parts move very quickly with
development and some do not. An example would be the actual coding of mechanics versus the modeling of environments and/or characters.
I spent around a week making this one enemy design, but the most time I’ve spent on coding a working mechanic has been maybe 2 or 3
days. Sometimes I feel like development is only going to take a few months, and other times I feel as if it’s not going to be released until the
end of the year (which I really hope is not the case.) It’s very hard to say, but I’m very much hoping to get it done within the next few months
since I announced its development in May of last year and we’re creeping up on May very quickly.
However, other than the actual speed of development, everything seems to be going very well. There are new levels and enemies being
planned and I’m pinning down the main core of the game right now. I still need to figure out multiplayer but I’m trying to implement the
actual mechanics for the players before allowing multiple of them. I’ve also contemplated just turning this into a singleplayer experience but
I’m really not sure about that one and the current plan is still multiplayer.
As a small side thing, I have begun on the sound effects for the game. Sound is a major part of it so I think this is very important!
Just like always, I’ll be returning next month with some more updates, so stay tuned!
Have a nice February, and happy Valentine’s!
Nate,
Owner and Sole developer