LIFELIKE: Day 281


Hello! I’ve been so busy, I forgot to post a log! 

Since we last talked…

  • Track 2 is feature complete, but needs thoroughly checked over for bugs. I’m very happy about the progress I made despite that! It was a huge effort, and will hopefully make this track a bit more unique.
  • Animation and art is moving as fast as I can possibly work. All battle backgrounds are complete, and I hope to have all non-lifelike enemies animated and in engine by the end of this week. So far, two are done, and two are in progress. 
  • Track 2’s launch trailer has a song, and some unique animation! I’m very excited to share who I’m working with on this. 
  • Drive45 is back at the soundtrack as well, working on new tracks and a few remixes.
  • I am also working with a new editor on the script! It’s about a third of the way finalized at the moment, I hope to have all of it in engine by the end of the month. 

I’m starting to get to the point where most of my work is spoilers. Here’s as much of my next two weeks’ work as I can share:

  • More script editing and finalization. Possible touchups for missed flavor text in the overworld (you would not believe how much there is)
  • Finish all non-lifelike enemy animations and have them in engine by the end of the weekend. 
  • Rig lifelike enemies (no I won’t tell you how many there are!) and begin animation. 
  • Begin trailer footage cutscene animation and add finished ‘mandatory’ cutscenes in engine. Mandatory cutscenes are ones that must be experienced by the player to progress. I follow a design that includes all necessary knowledge in mandatory cutscenes, then adds deeper lore and flavor in ones that are optional to the player, such as environment checks. While some deeper lore found by environment checking will surface, it’s not necessary to know it to enjoy the main story of the game, more of a reward for those who have been following the thread. 

Onwards. I’ll see you in the next log!

Mantis 

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