First itch devlog post!
The Early Access Demo
It was great to put out there just so that we could get feedback from folks that played the game on this site and others. we wanted to not overly promote the game in it's current state so lucky (unlucky?) you if you did get to play the unpolished version. I posted it five hours before I had to catch a plane back to the UK , and yes, I was aware it could have used more testing but it was either upload or wait a month and I elected for the former.
Here's a list of what we caught and issues we'll be addressing shortly for this EA demo (and the full game):
-main control scheme.
-interactions. The picking up of objects def needs a rework. This is one of those platform dependent issues where it worked ok on my version of the game but clearly not on others. Overhauling imminent.
-cam in the game center going a bit loopy when trying to navigate around objects.
-speech with NPC's will be on screen longer.
-languages. I'm bilingual and will be adding Japanese at some point. Ravenshore (the other game on the team) is Bulgarian so perhaps that's another one we could easily drop in.
-smooth out the controls for the rat hunt. that was working fine a day before the upload but somehow the serialization data in the cinemachine component went fubar.
-none of the characters in McDoobies seem to have their animations working, it's a script-based error and easy fix.
-McDoobies lighting is odd. Another one not caught before the plane ride!
-scratch the name of Wriggles as our alien parasite, because apparently there's a horror movie out there featuring the very same. this is bizarrely reminiscent of the time I called my antihero 'Edgar Friendly' in another game 'The Insanity' I wrote back in the Flash days, and people pointed out that was the name of the rebel leader in Demolition Man. Cryptonesia? Guess so!
-make the game more of a sandbox. Again, this has been the plan for a while but being that we're low on time + human resources we have to lay down the fundamentals before we add the extraneous stuff. We even hired a guy at one point to do such a thing but he scammed us. The EA version won't feature the full set of stuff you can get up to but some will go in.
And obviously, there's more of the game coming but it won't be in the EA release. I reckon we'll be done around Xmas 2024, fingers crossed.
What happens in the game after the end of the demo?
As Oatmeal continues to become less of a human and more of a puppet to Wriggles, he heads back to the homestead and things start to get very slasher movie-esque for the little community around Oatmeal and it all comes to an end in what I think is a rather touching and sweet manner (subjective lol).
Spoiler alert but the whole GDD (including the story script) is and has always been available here.
https://docs.google.com/document/d/1hyTDze6fzIG6UJIARgUYapwdWy05bcuyEiMcd21AZ8A/...
As always, if you're a dev yourself and think you could add something to the project, get in touch on our discord.
Files
Get Famished (Early Access Demo)
Famished (Early Access Demo)
Spine-chilling journey about an insatiable hunger and parasites.
Status | In development |
Author | Slaughter-Ware |
Genre | Adventure |
Tags | 3D, Aliens, Atmospheric, Characters, First-Person, Horror, Indie, parasites, Third Person |
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