Don't lose your way
Welcome back to our regularly scheduled devlogs, where we go over the current state of things within Too Many Teeth and what’s been worked on over the last month or so. On the non-development side of things, I rewatched Kill la Kill, played the first Fatal Frame game, and came third in a pub trivia. In terms of development stuff, keep reading on!
I mentioned in last month’s post that things are moving fairly slowly at the moment as not all of the assets needed for the next game have been completed, so this month’s devlog (and potentially the next few) isn’t particularly large. This month has mostly involved finishing off a few corner-case things, and setting things up for once all of the assets are ready. In short:
Controller support has been tightened up a bit, and functionality has been added in to display controls based on whether a controller is being used or not.
Some visuals in the game have been updated to be a bit snazzier.
Everything for the Steam page has been completed, barring the things that are waiting on final assets.
I keep talking about how we need the rest of the assets to be completed, but what exactly would having them look like? Barring any unforeseen or major issues, the next steps would roughly be:
The Steam page would be set live, and an official announcement of what the hell this game is exactly would be made.
The new assets would be integrated into the game, to make sure that they fit in correctly. For example, in the case of backgrounds, this means checking things such as the text box not blocking anything essential, and that the resolution is correct.
The game would be sent off to playtesters with all of the assets in place, to confirm that everything works as expected and that nothing breaks. There might also be a small level of editing at this stage - such as changing a partial voice line being used - but nothing too heavy.
After playtesting’s been done and the demo’s been confirmed to be in the best state possible, it would be released on Steam.
Here’s hoping that we can hit at least one of these steps by this time next month - if not, then next month’s devlog will probably be even shorter than this month’s.
Otherwise, I hope that everybody’s own game development, playing of games, or lives in general are going well! We’ll have another blog post midway through the month as per usual, but otherwise, unless you want to contact us on Discord or via the contact page, I’ll see you in thirty!