Your cart is currently empty!
Exit 665 development update #1
Liked the article? Want to see more content from us? Sign up to our paid news letter for exclusive content: development updates, discounts on merchandise, and development builds of our future projects as they come out.
Premium
$10.00 per Month.
20 responses to “Exit 665 development update #1”
Holy cow, Exit 665 news! I’ve been patiently anticipating updates about Exit ever since I finished Snoot and looked at the websites for your other projects. The art on display for the enemy designs and Farelie are stunning. Although the old Farelie design will always hold a place in my heart (she was just so dang cute in She Likes you Alotl), this new design is 100% a step in the right direction. Here’s to hoping for more updated designs in the near future!
I’m looking forward to showing them! You can see a small version of the new angle we’re taking with Hayden here that I’m a big fan of. I hope we’ll have enough to show publicly soon!
Oh my kino…
Bolsena looks positively amazing
I do dread the idea of making fanart of her, as complicated as she may be, but she looks stunning!
And I must admit that the redesign for Farelie is oh so much better than the original look. Makes me wonder what the other designs we’ve seen in the past will end up being like
I think a good angle to look into is just stylizing her overworld sprites like crazy, and leave the detail to her dialogue portrait which is shown in the article here. By having a simpler design for her other assets it’d let the fans follow suit with their own content.
Bro, I just finished Snoot and Wani, so I have no idea what’s going on, but the design looks great yeye. Seems like this will be a major shift away from the previous two games, but I can understand wanting to do something different.
Exit’s definitely different from any of our last projects, although it should still have a familiar tone to fans. You can expect another story with as much effort put into it as ever from us.
Awesome, I’m glad to hear it! It’ll probably be a long while before it’s ready, but I look forward to any blog updates in the future! I’m definitely interested in the tone and premise of this game–Thank you for the response!
This was mentioned in the blog, but there was mention of the differing color pallates and themes between downtown and the small town, to differentiate between safe and dangerous. Wouldn’t that pose some difficulties in environment variation? I’m not a graphic designer, so all I know is just basic color theory, but perhaps that might be on purpose–if an area with darker tones is supposed to be dangerous, the threat of getting lost might add to the tension of the environment, right?
(I do hope we get to revisit Volcadera Bluffs in the future tho. Not now, obviously–but I know 10 years from now, I’ll be getting super nostalgic again).
You’re right that it is going to be a difficult task, which is why we’re working right now to get a style and method on paper to differentiate the two settings. The idea of using unnatural wacky colors for Downtown and drab overcast tones for the small town is one of the easy ways to present the difference, but it runs into problems if Downtown is too vibrant, it ceases to feel alien and destitute.
Figuring this out in greater detail is currently our priority. We may make an update post later featuring our findings.
Gotchya, thank you for the response. Whether you share your findings or not, just know I greatly appreciate the work you and your team are doing. Seriously, you all are great!
Very Excited, Im biting myself to keep from telling my BFF the next one has a character that’s like a axolotl. (Just convinced her to look at Wani and Snoot and feel like any more and I might push her away from it.) Her favorite animal is the Axl and color is pink.
If you think she would think its cool, then send it to over her. We’re always interested in hearing thoughts and comments from people as well.
Indeed! The idea of not doing so because of a sense of being pushy is quite silly…
Will Rempy still be used as the game engine?
Is it possible to know in which engine the game is being developed?
>Will Rempy still be used as the game engine?
Thankfully, no. We’re actively developing the game using Godot. Lots of the work we’re doing right now is foundational, non-cool looking stuff:
For example, I just got out of a four-hour long meeting with much of the programming team in where we yelled at each other about how to properly implement timers for minigames so we know if a button press when you’re punching someone is valid or not. The results were inconclusive, but we now understand the problem better and hopefully can come up with a solution soon enough.
We are looking into a tool for Ren’py-style dialogue currently called Dialogic so much of the team’s skill with Ren’py-like systems can be used for Exit 665’s development. Nothing is set in stone on that front currently since we have bigger priorities right now, but I thought I’d mention it since you’re asking about Ren’py.
Thank you very much, I appreciate your detailed response.
I advise you that when looking for a plugin or a game engine, check how many platforms it will work well, and not exclusivley on Windows, because while it is true that Windows is usually where the greatest income of the players are. I think that for the 2 previous games that were available on Android played an important role in their popularity.
The main three operating systems, Windows, Linux, and MacOS, are all targets currently for support. Android is possible, but would be tricky for us since the game will have more gameplay involved than our previous games. Some of what we have planned would translate poorly to a mobile platform.
Still, if a good portion of our audience wants Android support, we could look into it. I just believe that if it’s achieved, it’d be by removing features that just don’t play well on a mobile platform. It’s a far off consideration for now, but I will write it down internally for thought when it comes up.
#wicked
Peak
This looks awesome you guy keep up the good work