What changed
0 fixes2 additions0 changes0 removals
addedSteam post imageIts been a hot minute since I last updated, so heres an overview of whats been cooking over the past few months! -FULLY COMPLETE INTRO SEQUENCE We completed the full tutorial flow (for now) which includes the story up to the point where you actually face off grandma for the first time! showing off some scenes... The Kitchen Nook Steam post image The Fridge Steam post imageThe Confrontation Steam post image FLOW SKIPPER A small note here, I also added a debug method to skip sequences so we can fast forward to gameplay! This took awhile, is not actual gameplay, but is super useful for testing! IMPROVED GRANDMA ANIMATIONS Cleaned up some old systems to make grandma take stronger fuller steps! Now she can raise her leg higher! Steam post imageShe can now also perform the flinging action! Which im planning to utilize for an attack in the future. Currently its used and triggered in a cutscene! Steam post image SNIFFING Sensor mode now does not radiate random pulses, but creates scent trails based on objects of interest! These trails will guide players to things that can be interacted with! Steam post image CAMERA ADJUSTMENTS Theres also new camera angles for gameplay, for one, the camera has been zoomed in closer to create a more third person over the shoulder look which gets you closer to the lizard and provides a stronger sense of scale and reduces disorientation Steam post imageI also ended a smoother camera orientation blend so it reduces the amount of disorientation on small corners as well!
addedMOVING PLATFORMS Ive also added basic functionality for players to stick onto moving platforms and be transported around. Theres still some jitter so I need to work on it, but I think this opens up lots of interesting Level Design dynamics. NEW ENVIRONMENT BLOCKOUTS Using a proper modelling software (Maya), im making tighter blockouts of the spaces to get a stronger sense of what im trying to build! Revamped Sewers Revamped SumpLanding Excited to work on a lot more soon! PUSHING MECHANIC You can now push objects around! These objects will eventually be feeding into the full sound detection system for grandma to be distracted by. The animation for wall approach is also used in the following new system! MANUAL GRIPPING A new user control where players have to actually hold buton a button to stick, else they will fall off surfaces. I wanted to bring in this level of tactility so that players can really feel like they have to 'grip' onto surfaces. That also means without grip, you run faster and sprint faster but it goes to normal platforming mechanics. If you grip, you walk slower but can climb walls. GRIPPING AND CLIMBING SLIPPING NEW TRANSITION ANIMATIONS To ease the visual transition between surfaces, some new auxillary animations have been added! Sliding WallApproach Rear Ledge Hang Front Ledge Hang GRANDMA FACIAL EXPRESSIONS We now have grandma facial expression blendshapes! So now grandma can make faces at you to show her state! AND THATS ABOUT IT! Theres actually alot of work behind the scenes I havent actually shown, but so far am pretty happy with where things are going. What i think is good. But to end off this dev update, I'd also like to share where I am in terms of development headspace! On a high level I think most of the systems are in a better place. For example 1: I can debug better now 2: I can block out with a clearer pipeline from modelling software to Unity engine 3: I can create facial animations easily and tweak as and when I want. 4: I can feel that the core movement system of Luna the lizard is much improved and the manual grip control is what I want in the game to increase depth. What I think needs work. HOWEVER, theres still plenty of work to be done for a stronger interconnected and deep game. For example 1: Tutorial is completely borked now and requires a revamp to make the learning curve clear and engageing. 2: The design framework needs more tightening up. I need to nail down how the moment to moment gameplay feeds into the core heist gameplay, and make the detection system readable by the player 3: There will eventually need to be an entire environmental overhaul and proper level design and pacing. We need to PUT things together to make the game come alive at its core. Not floating mechanics and systems. See you guys in the next update.
Sticky Feet changes
addedSteam post imageIts been a hot minute since I last updated, so heres an overview of whats been cooking over the past few months! -FULLY COMPLETE INTRO SEQUENCE We completed the full tutorial flow (for now) which includes the story up to the point where you actually face off grandma for the first time! showing off some scenes... The Kitchen Nook Steam post image The Fridge Steam post imageThe Confrontation Steam post image FLOW SKIPPER A small note here, I also added a debug method to skip sequences so we can fast forward to gameplay! This took awhile, is not actual gameplay, but is super useful for testing! IMPROVED GRANDMA ANIMATIONS Cleaned up some old systems to make grandma take stronger fuller steps! Now she can raise her leg higher! Steam post imageShe can now also perform the flinging action! Which im planning to utilize for an attack in the future. Currently its used and triggered in a cutscene! Steam post image SNIFFING Sensor mode now does not radiate random pulses, but creates scent trails based on objects of interest! These trails will guide players to things that can be interacted with! Steam post image CAMERA ADJUSTMENTS Theres also new camera angles for gameplay, for one, the camera has been zoomed in closer to create a more third person over the shoulder look which gets you closer to the lizard and provides a stronger sense of scale and reduces disorientation Steam post imageI also ended a smoother camera orientation blend so it reduces the amount of disorientation on small corners as well!
addedMOVING PLATFORMS Ive also added basic functionality for players to stick onto moving platforms and be transported around. Theres still some jitter so I need to work on it, but I think this opens up lots of interesting Level Design dynamics. NEW ENVIRONMENT BLOCKOUTS Using a proper modelling software (Maya), im making tighter blockouts of the spaces to get a stronger sense of what im trying to build! Revamped Sewers Revamped SumpLanding Excited to work on a lot more soon! PUSHING MECHANIC You can now push objects around! These objects will eventually be feeding into the full sound detection system for grandma to be distracted by. The animation for wall approach is also used in the following new system! MANUAL GRIPPING A new user control where players have to actually hold buton a button to stick, else they will fall off surfaces. I wanted to bring in this level of tactility so that players can really feel like they have to 'grip' onto surfaces. That also means without grip, you run faster and sprint faster but it goes to normal platforming mechanics. If you grip, you walk slower but can climb walls. GRIPPING AND CLIMBING SLIPPING NEW TRANSITION ANIMATIONS To ease the visual transition between surfaces, some new auxillary animations have been added! Sliding WallApproach Rear Ledge Hang Front Ledge Hang GRANDMA FACIAL EXPRESSIONS We now have grandma facial expression blendshapes! So now grandma can make faces at you to show her state! AND THATS ABOUT IT! Theres actually alot of work behind the scenes I havent actually shown, but so far am pretty happy with where things are going. What i think is good. But to end off this dev update, I'd also like to share where I am in terms of development headspace! On a high level I think most of the systems are in a better place. For example 1: I can debug better now 2: I can block out with a clearer pipeline from modelling software to Unity engine 3: I can create facial animations easily and tweak as and when I want. 4: I can feel that the core movement system of Luna the lizard is much improved and the manual grip control is what I want in the game to increase depth. What I think needs work. HOWEVER, theres still plenty of work to be done for a stronger interconnected and deep game. For example 1: Tutorial is completely borked now and requires a revamp to make the learning curve clear and engageing. 2: The design framework needs more tightening up. I need to nail down how the moment to moment gameplay feeds into the core heist gameplay, and make the detection system readable by the player 3: There will eventually need to be an entire environmental overhaul and proper level design and pacing. We need to PUT things together to make the game come alive at its core. Not floating mechanics and systems. See you guys in the next update.
A long due Dev Update | May 2026
Steam post imageIts been a hot minute since I last updated, so heres an overview of whats been cooking over the past few months! -FULLY COMPLETE INTRO SEQUENCE We completed the full tutorial flow (for now) which includes the story up to the point where you actually face off grandma for the first time! showing off some scenes... The Kitchen Nook Steam post image The Fridge Steam post imageThe Confrontation Steam post image FLOW SKIPPER A small note here, I also added a debug method to skip sequences so we can fast forward to gameplay! This took awhile, is not actual gameplay, but is super useful for testing! IMPROVED GRANDMA ANIMATIONS Cleaned up some old systems to make grandma take stronger fuller steps! Now she can raise her leg higher! Steam post imageShe can now also perform the flinging action! Which im planning to utilize for an attack in the future. Currently its used and triggered in a cutscene! Steam post image SNIFFING Sensor mode now does not radiate random pulses, but creates scent trails based on objects of interest! These trails will guide players to things that can be interacted with! Steam post image CAMERA ADJUSTMENTS Theres also new camera angles for gameplay, for one, the camera has been zoomed in closer to create a more third person over the shoulder look which gets you closer to the lizard and provides a stronger sense of scale and reduces disorientation Steam post imageI also ended a smoother camera orientation blend so it reduces the amount of disorientation on small corners as well!
MOVING PLATFORMS Ive also added basic functionality for players to stick onto moving platforms and be transported around. Theres still some jitter so I need to work on it, but I think this opens up lots of interesting Level Design dynamics. NEW ENVIRONMENT BLOCKOUTS Using a proper modelling software (Maya), im making tighter blockouts of the spaces to get a stronger sense of what im trying to build! Revamped Sewers Revamped SumpLanding Excited to work on a lot more soon! PUSHING MECHANIC You can now push objects around! These objects will eventually be feeding into the full sound detection system for grandma to be distracted by. The animation for wall approach is also used in the following new system! MANUAL GRIPPING A new user control where players have to actually hold buton a button to stick, else they will fall off surfaces. I wanted to bring in this level of tactility so that players can really feel like they have to 'grip' onto surfaces. That also means without grip, you run faster and sprint faster but it goes to normal platforming mechanics. If you grip, you walk slower but can climb walls. GRIPPING AND CLIMBING SLIPPING NEW TRANSITION ANIMATIONS To ease the visual transition between surfaces, some new auxillary animations have been added! Sliding WallApproach Rear Ledge Hang Front Ledge Hang GRANDMA FACIAL EXPRESSIONS We now have grandma facial expression blendshapes! So now grandma can make faces at you to show her state! AND THATS ABOUT IT! Theres actually alot of work behind the scenes I havent actually shown, but so far am pretty happy with where things are going. What i think is good. But to end off this dev update, I'd also like to share where I am in terms of development headspace! On a high level I think most of the systems are in a better place.
For example 1
I can debug better now 2: I can block out with a clearer pipeline from modelling software to Unity engine 3: I can create facial animations easily and tweak as and when I want. 4: I can feel that the core movement system of Luna the lizard is much improved and the manual grip control is what I want in the game to increase depth. What I think needs work. HOWEVER, theres still plenty of work to be done for a stronger interconnected and deep game.
For example 1
Tutorial is completely borked now and requires a revamp to make the learning curve clear and engageing. 2: The design framework needs more tightening up. I need to nail down how the moment to moment gameplay feeds into the core heist gameplay, and make the detection system readable by the player 3: There will eventually need to be an entire environmental overhaul and proper level design and pacing. We need to PUT things together to make the game come alive at its core. Not floating mechanics and systems. See you guys in the next update.