My Perfectionist Nature


Not sure if this counts as a devlog but, oh well.
A couple of weeks ago I was reminiscing about how this game's development started, and how it got to where it is now.

A lot of people don't know this but Cabin Corpse actually has 2 alternate versions I created that no longer exist, the first was 0.1 which I did release but was then reworked completely. Then there was the original 0.2 that I spent several days/weeks making but never released, instead I scrapped all the work. All because I wasn't happy with the gameplay/visuals.


These are renders from my version 0.1



I was a complete novice with Daz Studio, and my hardware was ass.
These renders were grainy, and the scenes were lit in such a way as to improve performance but not necessarily look good.
I had a GTX760 4GB and had to come up with creative ways to cut corners. I was able to release the game but over time I grew to dislike the visuals, so I scrapped it all and remade all the renders, redesigned the gameplay, AND re-wrote the story for v0.2










I made a crap-ton of renders for the scenes and others for the sandbox exploration.
Then...
I completely scrapped the whole thing again, and that version of the game never saw the light of day, mainly because the location assets I used didn't blend well together.

Then enter the actual v0.2 I ended up releasing









I probably wouldn't go this far nowadays, but I still try my best to make sure every scene looks as good as my hardware will let it.

That's all I wanted to share for now, and don't worry the next update is still on the way!
Take care and love y'all! ๐Ÿ’œ๐Ÿ’œ๐Ÿ’œ


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