Development on hold.

It has been quite some time since the last dev log. There are a lot of reasons behind that, if you follow me on Bluesky I have talked a lot about those things there recently. I have talked a bit about it on the Discord as well. I won't go into as much detail here though.. I want to say firstly that HABIT is not dead. Development is just on hold.. or rather in a cold state. I was working on a mobile game that was to be released to the Android market place (Google Play) for several months while working on HABIT. When I finished the mobile game I ran into difficulties getting it out of Googles testing phase requirements, that took me out of development for Habit completely while I was focused on getting that sorted out.. I did not count on the fact that developing the game would be easier than releasing it, especially on a severely polluted market. Ultimately I had to shut that project down because the testing requirements are not catered to indie devs trying to make a simple game anymore... I started working on HABIT again full time after that and things were going smoothly... on the development side. At some point I took part in another game jam and I made the game "SeeYou" in a short 32 hour cram session. I really liked what I made but it wasn't the game I wanted to make and I planned on taking a few weeks to re-release the game with a small update... then I decided I really wanted to make this game because I was really enjoying playing it. Once I made that decision I completely stopped working on HABIT to focus on SeeYou. I was working on that game for 16+ hours per day, every day and juggling life outside of game development meant very little time for sleep which turns out is pretty important. After a few months of getting maybe 2 hours of sleep and fueling myself with a diet of caffeine and sugar I started to develop symptoms of severe sleep deprivation. Starting with super weird dreams... then nightmares I couldn't wake up from... then partial amnesia, sleep arousal and false memories... At that point I decided to take a big step back from game development. I am still working on SeeYou and I will also be working on HABIT a little at a time. With all that said... The development of SeeYou has been a huge challenge from the start and it has not only polished my solo dev toolkit but has added to it in a lot of ways. I have always struggled with modeling anything biological from plants to people and had very little patience to learn so I have always avoided making games that would involve actual characters and things alike, though I would just normally use assets for vegetation. I have finally broken out of that struggle and found the motivation to learn.
What does all that mean for HABIT?
HABIT will have to wait but at the end of it all I will be a much better dev and in return I hope that HABIT will be a much a better game that everyone (I hope) will enjoy. While I am not actively developing HABIT, I am still working on it in small increments such as story bits and features that I might add once I start working on it again. I have no return to work date for HABIT as of now but I know it won't be anytime soon. I would like to thank you all for your interest in the project and for reading this long and crazy dev log.
HABIT - vr training simulator
Status | In development |
Author | FrostCoreStudios |
Genre | Action |
Languages | English |
More posts
- Taking a little breakFeb 23, 2025
- Update - Fixing some thingsOct 31, 2024
- The mech bayOct 22, 2024
- Level buildingOct 15, 2024
- Modular asset creationSep 28, 2024
- H.A.B.I.T. - Update 2Sep 25, 2024
- Update - Alpha 0.4Sep 16, 2024
- H.A.B.I.T. - UpdateSep 06, 2024
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And now for a bit of the updates I didn't post over that whole timeline. Things will be missing from this list as I can't really remember everything I have done.
The mech bay was completed.
Added Save/Load system
Added 2 new mech paint schemes
Region select on the character creation screen now comes with a flag in the mech bay as well as on your Pilot ID in the pause menu.
Changed region names and updated a few of the flags.
Added several business logos that will fit into story things and lore.
Added a functioning loading screen.
Reworked over penetration system several times.
Changed basic targets texture.
Added occlusion culling for top down mode (Can see through roof)
Added M.A.S.S. (Mass Anomaly Scanning System) scope. Hard to explain what that is...
Updated Night vision scope LUT.
Updated default LUT.
Updated main menu background.
Added more options to the options menu.
Added chain explosion system.
Added door system.
Added door lock system.
Added mech power system (Can power on/off).
Added EMP bomb.
Added Railgun turret.
Updated All turret AI.
Updated sfx for a ton of things including the mech.
Changed main menu music.
Added Main menu UI sfx.
Changed and added things in the mech UI.
Changed and added sfx in the mech UI.
Added self destruct button for the mech.
Added rotation gear overheat system to the mech.
Updated ammo pickup system.
Added ammo explosions.
Updated environment textures.
Updated environment features, fog, lighting, etc.
Changed and updated some particle effects.
Added some sfx magic like reverb and distance.
Updated bullet spread for mech.
Added weak point system to all turrets in game.
That's most of the big things.
This is a list of things I was working on before stopping development.
Destruction system for turrets and some objects.
New bullet system.
Physics objects.
Tank enemy / AI.
Drone enemy / AI.
Environment art.
Intro cinematic movie.
Extras menu - main menu extension for lore and unlockable content.