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The Office Rooms News

Development Process - Blog Post

[p]The Office Rooms is built live on stream thanks to the folks at UX Is Fine who support the development.

What began as a three-day game jam has quickly grown into something bigger. In just two weeks, we have transformed an experimental prototype into the foundation of The Office Rooms, a project we are preparing for Steam Next Fest this October.[/p][p][/p][hr][/hr][p]Full Blog Post here:
https://www.uxisfine.com/blog/the-journey-of-crafting-a-liminal-space-game[/p][p][/p][p][/p][p][/p][hr][/hr][p]The project currently includes 15 rooms and 3 of the 6 planned endings. Over the next few weeks, we will finish the remaining content, polish quality across the board, and playtest with users through a demo build. Feedback from private beta keys will shape the next iteration.[/p][hr][/hr][p]Keep an eye out for the demo coming soon, I'm currently in the process of rebuilding the narrative delivery and breadcrumbs to lead players towards discovering escape methods within the facility, and iterating on the moment to moment interactions in the office rooms facility to improve the pacing and flow.[/p]

Dev Log 2

[p][/p][previewyoutube][/previewyoutube][p]Over the past 2 weeks we've been adding features and levels to the Office Rooms project in preparation for the steam next fest. We now have 15 rooms and 3 of the 6 planned endings ready for next fest.[/p][p][/p][p]In the next 2 weeks we finish up the remaining content, raise the quality across the board, playtest on the demo releasing on steam shortly, and evaluate and integrate feedback from the private beta keys I've given out. [/p][p][/p][p]New Features: [/p]
  • [p]Music System to fade between office space and anomaly liminal music[/p]
  • [p]Interact Notes for lore delivery and hints to escape methods in the game[/p]
  • [p]Pickup items, find items in 1 anomaly, escape in another[/p]
  • [p]Ending UI, Main menu UI and Anomaly billboard in the lobby[/p]
  • [p]PA voice system to deliver more lore into the world while exploring[/p]
  • [p]Flashlight[/p]
  • [p]Toggleable Head bob and VHS camera effects[/p]
  • [p]DX 12 required message[/p]
  • [p]Intro splash logos for UXIF and Lowkey Gamedev collab[/p]
  • [p]OPA UI on screens in world (offices of productivity analysis)[/p]
  • [p]Interactive Doors[/p]
  • [p]Sound classes and audio sliders[/p]
  • [p]Keycard ending[/p]
  • [p]Gamepad integration[/p]
[p] New Levels: [/p]
  • [p]Improved PCG to help rapidly produce levels[/p]
  • [p]2 more desert rooms with varying surreal motifs[/p]
  • [p]Graveyard telling the story of working to death at the facility[/p]
  • [p]Backrooms and Pools inspired observation rooms[/p]
  • [p]Janitor closet[/p]
  • [p]Effigy Room showing story of productivity worship[/p]
  • [p]Abandoned office level 4 inspired room[/p]
  • [p]Suburb telling the story of AI replacing / displacing humans / eviction[/p]
  • [p]Fire Escape and Fire alarm rooms[/p]
  • [p]Boardroom[/p]

Dev Log 1

[p][/p][previewyoutube][/previewyoutube][p]First Dev Log - Early Days

It had been two weeks when this was recorded, and since then I've been working on maps and game loop live on stream.

I will have another Dev Log up next week, keep in touch on Discord or at UX Is Fine on You Tube![/p][p][/p][hr][/hr][p]Here are some Image of the latest rooms for the next Dev Log[/p][p][/p][p] [/p]