overtimegame
overtimegame
OVERTIME Devlog
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overtimegame · 5 days ago
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UI
Hey, can't sleep. Starting to become alarmingly frequent. Started doodling UI assets to get whatever's keeping me up out of my brain, or until I just shut down.
Throughout the day I was constantly recalling a feature in the game-that-will-not-be-named where a little indicator in the corner of the screen will notify you whenever you're bloody, armed, etc. I figured it'd be a neat and useful feature to use in OVERTIME, so I scribbled a few boxes for a mechanic reminiscent of that which you can see below (plus a little Charlotte doodle, since I haven't drawn her properly in too long and she deserves it for being a hard worker.)
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I'm a *huge* fan of the red ones, the higher priority issues that could fuck up your run if you don't tend to them quickly. Although, I'm not sure how effectively they'd be used in gameplay. I'm not quite sure how I'd implement witnesses unless you're killing someone in broad daylight when the store is stockpiled. In game-that-will-not-be-named, it works because it's a huge building with people scattered around, you're bound to find *somewhere* that isn't occupied. On the other hand, OVERTIME takes place in a very small and condensed convenience store, with not a lot of places to lure someone out to, or at least not without making an uncleanable mess.
I also considered adding a kill counter (the skull) but I'm not sure I'm going to go through with that. In an optimal playthrough you should only have to take one life per night, two if you blunder and someone accidentally sees, and three if you're either really bad or just *really* bloodthirsty, which hey I'm not judging I'm the one here making a game solely about killing people and getting away with it. But I feel like after 3, it would start getting ridiculous. The work would pile up way too much and I'm considering just automatically failing the player at that point.
I also drafted a mood mechanic? but I'm not sure how to execute that. that-one-game-im-not-naming had the exact same thing; heart rate increases after a kill, mood decreases, people will notice if you're mood is low, the gist. The issue is I can't think of a way to raise the player's mood without it being somewhat cheesy, so it goes in the "maybe" bin for now.
Finally, I started thinking more about how the inventory was going to work. I don't want Charlotte to have huge ass pockets that can fit a whole full length axe so I considered an items wheel in the corner, where you can hold like 3 or 4 small pocketable items and go about your day. The issue I'm facing is I'm not sure what else you could carry other than a weapon and cleaning supplies.
Anyway, it's 2am and I should probably try to sleep again. Sweet dreams I hope. Charlotte says hi.
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overtimegame · 1 month ago
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New Beginnings
before starting, i want to clarify a few things, in case for some reason this becomes popular.
aside from planning, writing, and a shitty cobbled together godot build to test basic ideas, development on the actual game has not started, and it won't for a while. i need to push out two more projects that i've been heavily slacking on first. while not mandatory, i want to break the habit of starting things and then just not finishing them. this is something i've wanted to create and start for about 2 years now (holy shit), but due to my lazy ass i need to wait (lol)
bear in mind due to the above and just how my mind works, even if i start development very soon, this will not be released for a while. this *needs* to be perfect and i intend to spend every waking moment making sure it *is* perfect before release.
of course, as is with most games in such early phases, most of this is subject to change.
i have fatass sausage fingers and am prone to typos
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i can only describe OVERTIME as a 2.5D RPG beat-em-up stealth mishmash. you play as Charlotte, a college dropout too afraid to return home. living off her college funds and savings, she decides to get a job at a convenience store.
in it's current hypothetical state, it's going to be akin to something like (i assume, since i've never played any of these games) assasin's creed, hitman, or (sigh) yandere sim... in the sense that you need to commit a crime (murder) and cover it up in the time allotted without being caught. alongside this, you need to tend to your job.
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i initially drafted this game in december 2023. it was supposed to be a shitty "i found old harddrive from my grandpa it hav game on it" ass ARG but i ended up liking the concept for the game so much that i wanted it to be real. i've grown very passionate over this universe in the past 2 years and i want to have something to show for it. i want an impactful game with characters who feel real and don't do things just for plot purposes, etc etc. tldr i'm being very careful with this
right now i don't have much but i hope to make a very good game in the future :)
thanks for reading
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