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Post news Report RSS Progress Update #3

This week we have been hard at work and we bring you a big progress update in terms of art, programming and game design!

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A lot of progress was done this week in every aspect of game development. We would like to share updates to the art of the game, programming and game design!


In terms of art, a lot of progress and studies were made in order to find the best look for Desabys. There are surprisingly a lot of different style variants to the cartoon style. Based on these studies, we were able to decide which sub-style would best fit our vision, here are the results:

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Different Ideas for barrels and concept for a box


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Lineart testing


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Thicker and more defined lines


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Texture experiments


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Before and after comparison of the initial sketch and the final



On the programming front, we have now implemented a camera system. Each room will have its assigned camera and the camera will smoothly transition from one room to another. Check it out! We have also changed the possession mechanic a bit, now when getting close to an object it will light up showing it can be possessed and also indicating which object the player will possess.

The newly implemented camera system


Rework of the possession system



In the game design aspect of things, the RGD has been mostly completed, but we will refrain from showing much of it as it will spoil our testing session that will take place soon (in about a weeks time)... Speaking of which, there will be a questionaire for testers who are interested in giving us feedback on our very first build of the game! And if interested, we would like to contact our testers again in following testing sessions regarding Desabys.
On the 8th of May we will release the first public build and have our first testing session, a post about it will be made when the time comes, in the meantime, stay tuned for other posts and follow us on Instagram and Twitter @duskowlstudio.This week we are going to publish something new each day (some of it has been seen here, but not even half).

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