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Post news RSS Devlog Update #7

So I've decided to start posting the Devlogs I put on the website on here as well. I'll start with the latest one which is Devlog #7 (if you would like to read the first 6 they're available on the website at: zkgamestudios.com/devlogs)

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So I've decided to start posting the Devlogs I put on the website on here as well. I'll start with the latest one which is Devlog #7 (if you would like to read the first 6 they're available on the website at: zkgamestudios.com/devlogs)




Well, it's been a while since I've posted an update, or a picture, or anything... which kind of makes it look like nothing is being done to the game. However, that is not the case, I have been working hard to add several small details and story into the levels that are already built as well as starting on the next levels of the game. But I do apologize for being silent for a while, it's just hard to find the time to write out a good update when there's so much going on. But tonight I decided I was going to sit down and write one, so that's what I've done! Rather than ramble on about what I've been working on, I've decided to just make a brief list of what's been added and/or changed since the last update.

  • Changed the font of the game's title in the Start and End menus to better match the game and removed the excessively loud lightning noises. Also added an effect to the door handles (you'll find out why in the game) and changed the menu hover and click sounds.


  • Optimized all textures to lower VRAM usuage. Set up occlusion to increase frame rate (in the future I'll be increasing frame rate and memory usage even more with a toolkit called SECTR, but not until all levels are complete).


  • Added visual effects to Level 1 to progress the story. Redesigned how the story flows and where the player needs to go in the level so it makes a little more sense and has a better linear flow to it (visual and audio cues have been added to achieve this).


  • Continued populating Level 2 with props and added some of the puzzles.


  • Introduced a new player feature to Level 2 (physical pick up and move, but only certain items will use this feature). Added outdoor scenery to Level 2.


  • Redesigned the Level 3 to Level 4 transition and puzzle to get there. Level 5 will essentially pickup where Level 3 left off so I'll be adding the continuation of it later on.


  • Redesigned the loading HUD and changed how the game loads from the Start menu.


  • Started making Level 5 (from Level 3 scene file).


  • Started building Level 6.




So a lot has been done over the last month or so. I hope you like the bullet list instead of paragraphs. Perhaps some of it will make sense while some of it won't, hopefully it all does :) I'm trying not to show too much of the game so as not to spoil it, but I know I need to give you something so you'll continue to be interested ;) So below is a pic of one of the visual effects in Level 1 and the new Start Menu font. The hallway effects look static in the picture but in the game it's animated. Thanks for reading, I'll try and post another update sooner than I did this one!


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New Start Menu

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