What ever I estimate, I should double it
Odium » Devlog
“I built a maze and be done with it”
- only a maze felt way to easy to solve. So I implemented some riddles similar to the first level.
- this increased the work exponential. The open space of the Forest isn’t the best environment for the objects implemented in the Dungeon (also the technical debt increased the work load)
- a lot of refining need to be done:
- raising some terrain, vice versa, painting other, adding rocks to block the player reaching unwanted places, refining lighting
- some spaces felt to empty, so more riddles needs to be implemented.
- implementing spaces, where the Dreamer can get lost in the Forest (to find a satisfying approach, It took more or less a week)
- while working on the level I found an issue with the Dreamer’s animations.
- not to mention the effort it takes to cover all possible solutions, still I’m convinced that the multiple solutions are the correct approach for Odium.
- Also I need to rework at least one room from the First Dream to fit the Second
- had also an idea for a better mood for the menu. Adding some ashes. Productive time well spent
Half a year should be sufficient for one level
this was my initial idea. Got a little derailed with a GameJam - Quatsch Quartett (still worth it). But with the current speed it will be stress full to finish the Level until September. Very likely more realistic aim would be end of Year. Let’s see how it goes.
Time to iron out kinks and working on creating new ones.
Hava a good one
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Odium
Your life changes by its nightmares
Status | In development |
Author | d3f4c3r |
Genre | Puzzle |
Tags | 3D, Atmospheric, Dreams, First-Person, Mental Health, Multiple Endings, Narrative, Singleplayer, Unreal Engine |
Languages | English |
Accessibility | Subtitles |
More posts
- Map progress for second DreamApr 05, 2025
- [0.1.2.1] QOL and Level UpdatesMar 15, 2025
- [0.1.2.0] New solution and moreMar 08, 2025
- First playable LevelFeb 28, 2025
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