[Desaturate - Devlog]

this is the better 1

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how are emotes like, is it like general emotes or survivor/killer specific emotes

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Haven’t decided on that just yet

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Gonna share some news that I hope isn’t too saddening, but Desaturate is gonna be put on the back burner for a long while (both versions). It is still going to happen, I will make sure of it, it’s just gonna take a long time (and a lot of time) to develop and I want to work on other projects as well. This doesn’t mean this topic will be dead tho, as I can’t fully bring myself to stop thinking about it cause I just have a lot of passion for this project. so, I’ll try to regularly add a devlog for how I want the game’s gameplay, roster, and lore especially.

Sorry for the wall of text but in short: DeSatuate is going on the back burner for a while but, I’ll be more open on my ideas for it as a result. Again, I am sorry about this, it’s the classic: “Having a really good game idea, but not as good game dev skills” problem.

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I think ill make the models soon
i havent had the chance too yet

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Lore drop

(Just for 3/4 of the killers)

Blitz

A well-renowned agent for Organization V. He was known for his great stealth, quick escapes and combat prowess. As he got popular, he started having a bit too much fun with his job, to the point of endangering the mission and himself. He was on the verge of being fired from V and he had one mission left to redeem himself, assassinating a supplier for a rival Organization. However, Blitz made a fatal mistake on this mission, successfully killing the target but being gravely wounded by the target’s son, Snare. During his last moments, he did not acknowledge his mistake, instead grew maniacally obsessed with redeeming his honor. His pride caused him his own downfall, and thus he was consumed by it.
(just added some stuff to the original by @Bilangus)

Shine

Shine was content with just being a sidekick for his brother for a long while, but as he grew so did his inferiority. He thought he wasn’t as popular as his brother, wasn’t as strong. So he went searching for something that could make him stronger. In his search he found a cult that promised him what he was looking for, a way to a hero all on his own. And so, he followed them, he listened to them, he did what they told him to do, and he sacrificed himself by their will, but was reborn. The form Shine takes now is no longer weak and can no longer be overlooked like he was before, but he is still as naive as the child he was. Ignoring the pain he feels, ignoring his brother’s cries for him, and ignoring the carnage he causes. Ignorance is bliss, after all.
(Let me know what you think of this @Reflectfr)

Void

A grave-robber that ran rampant in the 18th-century. He in fact started the grave robbing craze in the beginning. But, unlike the copycats that he predates, he did more than just thievery. The cities of London were decorated with the desecrated bodies he unearthed every night. Loved ones forced to stare at the corpses they buried, all while he stared in enjoyment. Sadly, one faithful night he was caught, cornered by law enforcement on top of a building, with the only way out being down. And as he fell, he did feel fear, as he knew his actions had caught the eye of a higher being. He was rewarded for his efforts by becoming The Sin of Ruin, causing chaos wherever he drifts by.

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wdym sadly bro :speaking_head::fire:

Regardless, i like the expansions made.

now we just wait for game theory

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Well if you liked the expansion, I would hope you are happy to hear about this:

Snare vs. Blitz

Both players will have their abilities replaced with 2 new ones: Shoot and Reload. Shoot fires a projectile In front of the player, costing a charge from the ability, while reload adds a charge to shoot. The objective for both sides is to kill the other.

“Why does HE get a gun?! I’m the gun guy, this is so unfair.” -Blitz most likely

A Special Punishment (LMS) between Snare & Blitz. I had this in my back pocket for a while.

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Lore drop

For The Player & Snare

The Player

The manifestation, or embodiment, of the joy, knowledge, and skill of every person to have ever played a game. Despite this technically meaning they have an endless amount of knowledge, The Player would rather just use their knowledge to play video games. The Player is lazy, fun-loving, and apathetic most of the time, but also has a small part of them that wants to help everyone they can, even if they can’t. The Player is actually the only saint here of their own accord as they hope they can find a way to free the others. Their nobleness is inspiring.. But it’s only a matter of time before they get bored of this “game”, and leave their fellow saints here left to rot.

Snare

A coward, but a brilliant one. Snare has always been afraid of the world despite how much he knew about it, it was actually the more he knew that made him afraid. His father was always there to protect him, showing him how to be brave and how to use his smarts for good. Starting from a young age, Snare helped his father in his workshop, building all kinds of weird, and deadly, contraptions. While he knew he was helping his father make weapons, he didn’t protest. He knew his father had reasons, after all he was the kindest man he knew… too kind. One faithful day Snare’s father told him to go home earlier than usual. Snare knew something was afoot, especially when he saw an agent walk into the workshop while it was still closed. Snare ran as fast as he could, but was too late. His father was dead. The killer stood over him, laughing and praising himself, “Another stupid target dead, HA I’ll finally get my job back!”. The only thing he could do now, was to take vengeance. Snare took what was closest to him, not thinking just acting, and struck the manic down. Even with this victory, Snare only thought one thing about himself, “I’m sorry dad, I’m sorry I’m such a coward.”

Also pronoun list

Pronouns/Gender Identities

  • The Player - Genderfluid (Any)
  • Snare - Male (he/him)
  • Malvich - Non-Binary (She/they)
  • Pluto - Male (he/him)
  • Azalea - Bigender (he/she)
  • Void - Trans (he/him)
  • Kale - Male (he/him)
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I can’t think of any funny April fools pranks so instead have these:

Lore drop (+ moveset concepts for future characters)

Azalea

A paranormal investigator, a part of a duo with her partner, [REDACTED]. The two would venture far and wide, looking for cryptids, ghosts, and anything strange. They were inseparable.. They were. Azalea refuses to tell anyone what happened to [REDACTED], but everyone knows they’re no longer here. Azalea, however, tries every day to “find” them. No one knows what they mean whenever they mutter about it, but one thing is for certain, he found a way into the games, and doesn’t plan on leaving. She knows [REDACTED] is here, and he will stop at nothing until they find them. “No matter what, I’ll find you.”

Malvich

A demon with the highest sense of justice, kindness, but most importantly, vengeance. In the demon world you can only grow in power through two ways: killing other demons or by making deals. And even though she didn’t want to, she was forced to choose the former, for she was tricked by her own friend, Zal, and sold into an arena. She spent years growing, becoming stronger, and stewing in her hatred for her former friend. And one day, she escaped, and she massacred her way out of hell, knowing exactly where to go, where to find HIM. But now, she’s stuck here, still refusing to say how she got here. One thing is for certain though, her kindness towards others hasn’t wavered, and she will protect the rest of the saints any way she can.

Movesets

Hibiscus

Cost: $700
Difficulty: 5/5
Health: 120
Stamina: 100
Lvl gain: 0.95x
Passive
Taste of Blood - Every time Hibiscus loses health she gains 2 points for her blood pool for every health lost. Hibiscus loses a blood point every time they are healed from anything other than her abilities, 1 for every health healed. She also starts to passively lose blood 15 seconds after gaining blood. The blood pool can hold a max of [80/100/120/140] points.
Abilities
(1) Mutilate - Cooldown: 35 CD | Exp. Gained: 20 XP
Hibiscus forms claws with her right hand and deals [5/10/15] self-damage and gains Bleed [2/3/4] for [3/4/5] seconds. This acts as a way to gain blood without taking damage from the sinner.
(2) Gash - Cooldown: 15 CD | Exp. Gained: 20 XP | Blood Cost: 30 BP
Hibiscus opens up her right hand and dashes forward, slashing with three large claws. If it lands, the sinner gains Locked for 2 seconds and Weakness [2/3/4] for [5/7/9] seconds. Hibiscus heals for [5/8/11] if successful. If the sinner has been hit by a gash in the last 15 seconds, none of the effects go off including healing. Meaning: DON’T USE IT DURING THAT TIME!
(3) Stab - Cooldown: 25 CD | Exp. Gained: 30 XP | Blood Cost: [80/75/60] BP
Hibiscus opens up her left hand and stabs forward, stunning the sinner for 3.5 seconds. Hibiscus heals for [12/15/21] if successful.
(4) Deafening Scream - Cooldown: 20 CD | Exp. Gained: 20 XP | Blood Cost: 40 BP
Hibiscus rips open her own chest and screams, giving all saints within [20/25/30] studs Speed [1/1/2] for [3/4/4] seconds. If the sinner is within this range while 1 or more saint is as well, they’ll be Blinded for [3/4/5] seconds, gain Weakness [1/2/2] for [5/5/7] seconds, and Hibiscus gains Protection [3/4/5] for the same amount of time. Hibiscus heals by 2 per saint affected by her scream and by [5/10/15] if the sinner is hit.

Diana

Cost: $700
Difficulty: 4/5
Health: 90
Stamina: 100
Lvl gain: 0.90x
Abilities
(M1) Slash - Wind-up: 0.25 | Cooldown: 1.1 CD | Endlag: 0.9 | Exp. Gained: 5 (per hit) XP | Extra: Diana is able to dash forward 7 studs. If she hits the sinner, for the first 3 hits, she’ll stun them for 0.7 seconds and will be knocked back slightly. On the fourth hit, stuns for 3 seconds. The first 3 hits don’t give stun immunity.
(1) Unsheathe - Max Charges: [4/6/8] | Starting Charges: 4 | Charges Required to use: 4 | Cooldown: 30 CD
Diana unsheathes her sword for [7/9/11] seconds. Each time M1 is used, hit or not, it spends a charge. Ends early if you run out of charges.
(2) Recharge - Cooldown: 20 CD | Exp. Gained: 10 XP
Diana stands still for 5 seconds to add charges to her sword (up to [2/3/4] charges). If Diana gets hit, both her and the sinner will be knocked back and Diana will gain no charges. [20/15/10] CD if she is hit.
(3) Beacon of Hope - Cooldown: 40 CD | Exp. Gained: 20 XP
Diana stabs her sword into the ground, creating a beacon of light that shoots up into the sky and locking all of her abilities for [5/9/13] seconds or until she uses the ability again near the beacon. In a [30/50/70] stud radius, all saints and sinners will be highlighted to Diana and other saints. Within a smaller radius, [10/20/25] studs, saints gain Protection [2/3/4] until the beacon is destroyed or reclaimed. The beacon has 15 health and can be destroyed by sinners.

Martingale

Cost: $914
Difficulty: 50/50
Health: 75
Stamina: 100
Lvl gain: 0.90x - 1.30x
Passive
Double or Nothing! - The effect of an ability is increased by [10%/15%/20%/25%] after each time that ability fails, maxing at 50%. This doesn’t affect the chance to succeed. This increase reverts back to 0% after that ability succeeds. Martingale also starts with a random lvl gain multiplier.
Abilities
(1) Roulette - Cooldown: 7 CD | Exp. Gained: 5-15 XP
Martingale pulls out a roulette bowl which will cover her entire screen and stop her from moving until the button is pressed again. The roulette has 25 tiles to bet on from 0 - 24. You can make [1/2/2] bet(s) (These bets can’t be a part of the same grouping like 1st 12 and 2nd 12). The bets include:

  • 1st8 (starting at 1)
  • 2nd8
  • 3rd8
  • 1st12 (starting at 1)
  • 2nd12
  • All Black (1, 3, 5, 7, 9, 11, 14, 16, 18, 20, 22, 24)
  • All Red (2, 4, 6, 8, 10, 12, 13, 15, 17, 19, 21, 23)
  • Even (Not including 0)
  • Odd
  • 0 (or Green)

You can’t make bets on singular numbers, except for 0. After placing your debts you can press spin to spin the bowl. Winning gives 1 charge to your other ability, +1 charge per loss maxing at +7. If you lose however, Martingale gains a random debuff at level 1 to [3/5/7] for [15/12/5] seconds. The debuff given can include Sinner specific given debuffs if that sinner is in the round. Martingale will always gain double chips if she successfully bets on 0.
(2) Boost Up - Max Charges: 7 | Starting Charges: 0 | Charges Required to use: 1 | Cooldown: 27 CD | Exp. Gained: 20-30 XP
Martingale throws a poker chip after a 0.5 second wind-up. A number of things can happen based on who the poker chip hits, how many charges the ability has, and how lucky you are. If it hits a saint it has a 50% chance to heal the saint by [10/15/20], 25% to give them a random buff for 2 to [5/10/13] seconds, and a 25% to do nothing. The chance to heal increases by 5% for every charge, alternating between which the two other ones to decrease.
If it hits a sinner it has a 50% chance to stun the sinner for 2 to [3/3.5/3.5] seconds, 25% to give them a random debuff for 2 to [5/10/13] seconds, and a 25% to do nothing. The chance to stun increases by 5% for every charge, alternating between which the two other ones to decrease.
If the chip hits a wall, it’ll ricochet off it homing towards the nearest player. It’ll only ricochet once.
(3) Wager - Max Charges: 7 | Starting Charges: 0 | Charges Required to use: 2 | Cooldown: [47/37/27] CD | Exp. Gained: 10-20 XP
Martingale stands still while this is active. When this button is clicked, two arrow buttons appear. These buttons increase and decrease the wager on if the sinner hits someone within the next [12/10/7] seconds. Using her charges as the betting amount. She can bet between -7 to 7, going in the negative bets on them not hitting someone and betting in the positive bets on them successfully hitting someone. If she is correct, Martingale gains a random buff for [2/3/4] seconds and +5 to her max health (Health maxes at 110), +1 to both for each charge she wagered. If she is incorrect, Martingale loses the charges she bet.
If Martingale bets on the sinner hitting someone, she doesn’t gain a buff if she is the one hit.

Zal

Cost: $650
Difficulty: 4/5
Health: 75
Stamina: 100
Lvl gain: 1.0x
Passive
Wyvern Master - Zal will spawn with Ioke, his trusty familiar. Ioke has 40 health and will decrease the damage Zal takes by 25% for as long as she is alive, Ioke will take 25% of the original damage when Zal is hit. Zal will always be able to see Ioke’s health status. If Ioke dies, Zal will heal by 15, his first 2 abilities will be unlocked, and Ioke will respawn after [40/35/30/25] seconds.
Abilities
(1.A) Command: Pursuit - Cooldown: 25 CD | Exp. Gained: 10 XP
Zal taps his staff on the ground and orders Ioke to pursue the sinner. Ioke will path to the sinner location before encircling them. Ioke will take [15%/30%/45%] less damage while encircling the sinner (this doesn’t affect the 25% of damage she takes when Zal is hit.). Every few seconds, Ioke will screech before stopping and dashing forward. If it hits the sinner, it stuns for 2.5 seconds. Ioke will dash more frequently if Zal is being chased. Ioke will continue this behavior for [15/20/25] seconds or until the ability is used again.
(1.B) Command: Guard - Cooldown: 30 CD | Exp. Gained: 20 XP
Zal taps his staff on the ground and orders Ioke to guard the nearest ally. Ioke will path to them and follow close behind once they reach them. During this time, the saint will take [15%/25%/40%] less damage for as long as Ioke is alive, Ioke will take 25% of the original damage when the saint is hit.. Zal will lose his damage reduction during this time. Ioke will continue this behavior for [15/20/25] seconds or until the ability is used again.
(1.C) Command: Alert - Cooldown: 20 CD | Exp. Gained: 15 XP
Zal taps his staff on the ground and orders Ioke to stand watch at their current location. Ioke will path to the desired location, if they aren’t there already, and will have a [25/30/35] stud cone of vision. If they spot the sinner, they’ll screech loudly, giving the sinner Slowness 1, Weakness [2/2/3], Nullify, and will highlight them for 15 seconds. Ioke will continue this behavior for [15/20/25] seconds or until the ability is used again.
(2) Switch Command - Cooldown: 15 CD | Exp. Gained: 00 XP
Zal will teleport Ioke to him. After a short animation, he’ll let Ioke fly and switch his first ability’s command. You can select the command you want during the animation. Each command has their own cooldown that you will also be able to see before selecting. Can’t be leveled up.
(3) Block - Cooldown: 30 CD | Exp. Gained: 15 XP
Zal brings up his staff in front of him for [1/1.5/2] seconds. If he is hit during this time, he’ll be pushed back and take [20%/25%/30%] less damage. This ability is only unlocked when Ioke is dead.

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might do the rest today


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oh, oh! thats me! thats me! thats me!

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@Not-a-creepy-doll what do u think of my idea

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Sorry, forgot to reply to that. It needs refining but I’ll keep it in my back pocket I guess.

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