At first I decided to add keyboard control to make testing easier and faster (also tendinitis), but then I realized it might actually be a better way to play rather than using the mouse.
For the regular gameplay, you can advance pages with the left and right arrow, and make choices with numbers 1 to 5.
The white font on the third choice means this option was already selected on a previous play-through, since the game has many different paths, I thought it would be nice for the player to visualize which options are new to him.
The SPACE key has a different function depending on the context. In most places it will act as a mouse click (advancing a dialog cutscene, maximizing/minimizing an image), but it is also used in the minigames. By the way, if you played the demo version, you will notice that the minigames are now linked to the relevant attributes, so they will be harder or easier depending on the value of your attribute.
And of course you can access the Map (M), File (F) and Options (O).
Besides that, I’ve also started working on polishing some aspects like adding fade in/out and adding some animation to tape-covered text.
It took way longer than I expected to finish this updated due to the fact that I was moving to another country and as you might imagine that takes quite a lot of time and effort.
But now about the game. If you played the previous version of blackout you probably noticed id had a 3by4 aspect ratio (aka iPad), because Blackout began as a mobile project. We have since then decided to change it to PC, in part due to the great feedback we got here on itch.io. To do that, we redesigned the whole in-game menu and character file. We also updated all the textures in order to have a more unified look and higher resolution.
In case it’s your first time hearing about the game, this is what it used to look like in the previous iterations:
What I think added a lot was the new “Folders” to represent the character file and options, as well as the Map. For this version the map is a placeholder, but in the final version you’ll be able to see the location you’re at and get some information.
The complete changelog for version 0.0.2:
– Added widescreen support (now default) – Added new in game menu with map and character sheet – Improved Textures – Improved Text quality – Text and Button animations now don’t have a delay if you’re seeing it for the second time – New sound effects – Small Text fixes
I hope you’ll enjoy the update, and meanwhile we’ll continue to work to finish the game. This is the first chapter, the final game will have 10, but which chapters you’ll see will depend on your choices.
If you like the game, please help spread the word, send the itch.io link to a friend, tweet about it, anything helps! I would also like to thank everyone that donate to the game and people who made videos on YouTube, this really helps with our motivation to finish the game =)
The idea for this game was to take the concept of the classic “Rock, Paper, Scissors” game and try to do something cool and different, so the first thing that came to my mind was “what if the players have to throw big stones with the Rock/Paper/Scissor shapes at each other?”.
So we tried to think about it as if it were a kind of Sport, with spectators and all, something that would be like a mixture of Sumo and Jan-Ken-Po.
The game respects the rules of Jan Ken Po, so if a player holding a “Rock” stone hits a player holding a “Scissor” stone, the one holding the Rock will win. If one player holding a stone hits a player who is not holding any stones, the player holding the stone wins, regardless of the stone. The first player to win 2 rounds, wins the game.
The GameJam itself is based on the Famicase Exhibition that takes place in Japan every year, where artist draw the cover art for games that don’t exist. So basically the only rule is that you have to choose one of these covers and make a game based on it. This is the now we chose:
Recently took this project out of the drawer and decided it’s time to finish it. It’s the first game we started when we created MiniChimera, but as it often happens we got sidetracked with other projects. It also helped that took me roughly 3 years to finish writing the whole story.
We’ll have a sort of “preview” available soon, probably sometime this month, on Itch.io. This will include the first chapter of the game (from a total of 10), and it’s called The Alley. This preview will be used to gather some feedback as we implement the rest of the game, and also as a mean to help spread the word.
This is a choose your own adventure game about a man who wakes up from a blackout in a dark street in the middle of the night. He soon learns he took part in something terrible that caused the blackout, so the player has a choice to steer away from it and go home, or dig into it. The story changes a lot depending on the player’s choice, and there is no game over or dice rolls, only different paths and endings.
The story and mood highly inspired by White Wolf’s World of Darkness and H.P. Lovecraft. It’s a seemingly normal world with a lot of twisted stuff happening in the shadows, just beyond the reach of a regular passerby, but as soon as someone get’s a glimpse of what’s going on, there’s no way back.
At some point along the project we changed the style to make it look like a comic book, here’s some comparison shots. It’s hard to believe I was once satisfied with the old style, initially I wanted something more along the “black and white” style, but now I cannot look back. It’s a good reminder that you should keep changing and iterating until you are completely satisfied!
Thank you for stopping by, the next post will probably be about the launch of the preview! 😉
Gifs are huge on social media and are a great way to share cool snippets of your game. If you are a game developer you probably know that by now.
What’s also cool about gifs is that they are really useful too, it’s an easy way to check on what’s happening frame by frame.
I’ve been using a program called ScreenToGif, it’s very simple, does not require you to install anything, and can export to video or gif. It also has some neat editing features and effects.
Another use I found for gifs is to show something to your work partner if you work remotely. “Hey, did that animation I send you worked well with the background?”, a gif is a quick and painless method of showing it, easier than sending a build and more efficient, maybe the person is on mobile and wont be able to check a build until later on.