LIFELIKE: Day 304


Hi! Three weeks between logs is not something I want to keep up, but I’m working on managing bad burnout at the moment. Sitting down to work and feeling blank is not a place I want to continue developing from. I’m hoping a bit of time to reconvene and a good dose of scheduling out work will help me stay on track in a healthier way. 

Despite that, I’ve kept a good trajectory on work. Here’s what’s happened since we last spoke:

  • All non-lifelike enemies and their respective battle backgrounds are in engine. They’ll need fine tuning, but balancing will take place once all art is in engine. 
  • Three more new songs for this track have been completed, and will go in engine soon.
  • The script is nearing finalization, only a few pages left.
  • Cutscenes have been coming along nicely. Those who have seen them say it's my best work yet, so I’m excited for people to see! One and a half major scenes have been animated and implemented in-engine. It takes me about a week per cutscene at this rate, though some are much more complex than others, which I suspect will only take a day or so. 
    • Here are a few no-context animations from track 2:

  • Lastly… LIFELIKE is coming to Steam! I’m officially a partner as of last week, and will be getting art assets ready for a store page in the coming month. My goal is to release Track 2 simultaneously on Itch and Steam. If you bought the game here on Itch, I will do my best to make sure you are able to get a Steam key. Once this option is available, I will announce it and provide instructions on how to claim it. 

What’s coming up? … Not a lot I can talk about! 

  • In-depth roadmapping so I can work more sustainably 
  • Remaining script finalization, final passes, and a table read
  • Steam asset creation 
  • Cutscene animation—ideally one or two more in engine
  • Recording trailer footage

See you next log! I’m off to take a breather.

Mantis 

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