Hey-hey! So as I promised two weeks ago, I m back with more details on the 2025 plan for Carbonflesh.
Full notes
Full Carbonflesh update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey-hey!
What changed
0 fixes1 addition3 changes0 removals
Gameplay
UI and audio
addedThe first one from the demo you played in the summer of 2024 and the new one from the updated upcoming demo- which is coming soon!
changedUI We are still working on it, but the UI has been made way more readable, compact and informative. Gone are the days of looking around the screen for your needs, what they do, and how well they fare. Just mouse over any need and you'll get all the info, while you can still click on the bar to start its corresponding action.
changedGraphics Jack got a well deserved makeover and so did his prison. While the target atmosphere/art style was something we decided early(ish) in production, we knew we could do better. And so we did! This also gave us the room to work on some gameplay-ish aspects, for example, putting the fridge and its console in a single screen, so you don't have to go back and forth when you want to print a treat for Jack.
changedOptimization While we are limited by the technology of our time, we went back to the drawing board and put even more of our ducks in a row - so to speak. VFX were cleaned up, numerical values were tweaked, and moving forward we narrowed down the areas we should look out for. We also updated the options menu, so if you have a PC that can't handle the game as it is tested (I own a GTX980 and Jim a 1060 and we are above 60fps), toggle this little tab to 30 fps.
Carbonflesh changes
addedThe first one from the demo you played in the summer of 2024 and the new one from the updated upcoming demo- which is coming soon!
changedUI We are still working on it, but the UI has been made way more readable, compact and informative. Gone are the days of looking around the screen for your needs, what they do, and how well they fare. Just mouse over any need and you'll get all the info, while you can still click on the bar to start its corresponding action.
changedGraphics Jack got a well deserved makeover and so did his prison. While the target atmosphere/art style was something we decided early(ish) in production, we knew we could do better. And so we did! This also gave us the room to work on some gameplay-ish aspects, for example, putting the fridge and its console in a single screen, so you don't have to go back and forth when you want to print a treat for Jack.
changedOptimization While we are limited by the technology of our time, we went back to the drawing board and put even more of our ducks in a row - so to speak. VFX were cleaned up, numerical values were tweaked, and moving forward we narrowed down the areas we should look out for. We also updated the options menu, so if you have a PC that can't handle the game as it is tested (I own a GTX980 and Jim a 1060 and we are above 60fps), toggle this little tab to 30 fps.
So as I promised two weeks ago, I m back with more details on the 2025 plan for Carbonflesh.
But before that, I wanted to share two screenshots: How it started
How its going
The first one from the demo you played in the summer of 2024 and the new one from the updated upcoming demo- which is coming soon!
We focused on three things - which according to the community that graciously gave us feedback- were the weaker aspects of the demo:
UI We are still working on it, but the UI has been made way more readable, compact and informative. Gone are the days of looking around the screen for your needs, what they do, and how well they fare. Just mouse over any need and you'll get all the info, while you can still click on the bar to start its corresponding action.
Graphics Jack got a well deserved makeover and so did his prison. While the target atmosphere/art style was something we decided early(ish) in production, we knew we could do better. And so we did! This also gave us the room to work on some gameplay-ish aspects, for example, putting the fridge and its console in a single screen, so you don't have to go back and forth when you want to print a treat for Jack.
Optimization While we are limited by the technology of our time, we went back to the drawing board and put even more of our ducks in a row - so to speak. VFX were cleaned up, numerical values were tweaked, and moving forward we narrowed down the areas we should look out for. We also updated the options menu, so if you have a PC that can't handle the game as it is tested (I own a GTX980 and Jim a 1060 and we are above 60fps), toggle this little tab to 30 fps.
TL/DR: We're working on finishing the game, but first comes the demo so we can verify that we hit the mark on your feedback!
Again I m running out of space to write, so see ya in two weeks!