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Spooky's Jump Scare Mansion News

Dev Blog 2/17/2017

Dangit we didn't launch! I assure you we tried really hard but it just wasn't in the cards, there was too much left to do, but here's what did happen -

Last Saturday (2/11) Sheena mapped out all of Spec 6's area and added the shadow students to all the school rooms, I had to do a number of fixes for Spec 5 + I did a lot of tuning & refinement on Spec 6 - he no longer will be positioned in walls when he teleports and he has an animation when he vanishes from you looking at him too long, which is really unnerving. I finished all of Spec 5's section and then after Sheena's stuff was checked in I got Spec 6's section finished up too - and then started a bit on 7's area. It was an incredibly productive day.

Sunday I finished up 7's area which had a lot of weird little details to it, and added the fancy new studio splash video that MowtenDoo made & A_Rival made a little jingle for. It looks and sounds incredibly good. Sheena imported materials and laid out the all the mid rooms & fixed the lighting control on the school section so you always have your trusty flashlight. I also fixed a bizarre bug where you could have two rooms loaded at the same time - definitely one that needed to be done.

On Monday Sheena finishd all the mid rooms layout and started laying out the rare-series of rooms. We were really focused on main series stuff and actually completely spaced the rare rooms. I did scripts for the mid rooms and integrated all the VO and subtitles for them - plus made a mess of meshes and bugfixes.

Tuesday was Sheena putting finishing touches on the School section and getting all the rare rooms mapped out and their materials set up. I did a lot of sprint tuning and prep work for the woods - I made some cool foliage tech for the gras in that section.

Wednesday for me was a bunch of Spec 3 fixes - he had a bad habit of sometimes not spawning properly and would just sit in the other room in the Lab trying to walk through doors he can't traverse. It was goofy. I also got the scripts written for even more rare rooms. Sheena greyboxed out all the woods area - literally put grey boxes where things that needed models created or had special scripts (like the record player needs scripts and the shelves need meshes). Later on Wednesday I finished up my grass generation tech and started getting the outdoor areas working.

Thursday Sheena got sick and was KO'd for most of the day, but she still got a good chunk of Spec 10's area greyboxed out. I made the scripts responsible for the gif that's below this post, fixed a bunch of bugs, and got the axe and the scary deer in the game. The axe looks a little wonky, but I'm pretty proud of it and it fits.

Which brings us to today! Sheena finished the Spec 10 greybox plus got a lot done on the Food area and I finished the first pass (still missing a few sfx) on the Woods area - but all the scripts are in and you can fully play through it. I had to throw together and texture a bunch of meshes for it but the result is real nice, at least I think. So tomorrow I launch in to implementing the Spec 10 area, or fixing some VR stuff, we'll see - and Sheena is gonna keep mapping out and detailing the Food area and then on to the mansion within a mansion!

See you next week for release!

P.S: If you haven't already, go throw the HD remake on your Wishlist!

P.P.S: The game will cost 10 dollars USD with a launch discount of 33%!

Dev Blog 2/17/2017

Dangit we didn't launch! I assure you we tried really hard but it just wasn't in the cards, there was too much left to do, but here's what did happen -

Last Saturday (2/11) Sheena mapped out all of Spec 6's area and added the shadow students to all the school rooms, I had to do a number of fixes for Spec 5 + I did a lot of tuning & refinement on Spec 6 - he no longer will be positioned in walls when he teleports and he has an animation when he vanishes from you looking at him too long, which is really unnerving. I finished all of Spec 5's section and then after Sheena's stuff was checked in I got Spec 6's section finished up too - and then started a bit on 7's area. It was an incredibly productive day.

Sunday I finished up 7's area which had a lot of weird little details to it, and added the fancy new studio splash video that MowtenDoo made & A_Rival made a little jingle for. It looks and sounds incredibly good. Sheena imported materials and laid out the all the mid rooms & fixed the lighting control on the school section so you always have your trusty flashlight. I also fixed a bizarre bug where you could have two rooms loaded at the same time - definitely one that needed to be done.

On Monday Sheena finishd all the mid rooms layout and started laying out the rare-series of rooms. We were really focused on main series stuff and actually completely spaced the rare rooms. I did scripts for the mid rooms and integrated all the VO and subtitles for them - plus made a mess of meshes and bugfixes.

Tuesday was Sheena putting finishing touches on the School section and getting all the rare rooms mapped out and their materials set up. I did a lot of sprint tuning and prep work for the woods - I made some cool foliage tech for the gras in that section.

Wednesday for me was a bunch of Spec 3 fixes - he had a bad habit of sometimes not spawning properly and would just sit in the other room in the Lab trying to walk through doors he can't traverse. It was goofy. I also got the scripts written for even more rare rooms. Sheena greyboxed out all the woods area - literally put grey boxes where things that needed models created or had special scripts (like the record player needs scripts and the shelves need meshes). Later on Wednesday I finished up my grass generation tech and started getting the outdoor areas working.

Thursday Sheena got sick and was KO'd for most of the day, but she still got a good chunk of Spec 10's area greyboxed out. I made the scripts responsible for the gif that's below this post, fixed a bunch of bugs, and got the axe and the scary deer in the game. The axe looks a little wonky, but I'm pretty proud of it and it fits.

Which brings us to today! Sheena finished the Spec 10 greybox plus got a lot done on the Food area and I finished the first pass (still missing a few sfx) on the Woods area - but all the scripts are in and you can fully play through it. I had to throw together and texture a bunch of meshes for it but the result is real nice, at least I think. So tomorrow I launch in to implementing the Spec 10 area, or fixing some VR stuff, we'll see - and Sheena is gonna keep mapping out and detailing the Food area and then on to the mansion within a mansion!

See you next week for release!

P.S: If you haven't already, go throw the HD remake on your Wishlist!

P.P.S: The game will cost 10 dollars USD with a launch discount of 33%!

Spooky's HD New Release: Feb 24th and Why

Hey everyone!

I'm sure you noticed the release date has changed to one week later. Releasing Feb 24th. I'm here to give you a quck explination as to why.

With this new remake, we were excited to add more to Spooky's, with a new, stronger game engine (Unity), we could do so much. Well, we decided to do just that. When we decided on Feb 17th as the release date, that was more or less us throwing a dart at a board and trying to finish then.

Clearly that didn't go so well. There's still some fun unfinished things like new minigames, a better CAT-DOS, 3D models and animations, more special variations of rooms, and some fun secret stuff.

We would rather have everything finished and polished, vs throwing together some unfinished thing and calling it shipped and updating later.

So we decided to instead, push the date back a week and get everything in at the release date.

Sorry we pushed the release date a week but we would rather do that and feel better about it than release an almost finished game.

Thank you for your patience and you won't regret waiting an extra week!

-Albino Moose Games Team

Spooky's HD New Release: Feb 24th and Why

Hey everyone!

I'm sure you noticed the release date has changed to one week later. Releasing Feb 24th. I'm here to give you a quck explination as to why.

With this new remake, we were excited to add more to Spooky's, with a new, stronger game engine (Unity), we could do so much. Well, we decided to do just that. When we decided on Feb 17th as the release date, that was more or less us throwing a dart at a board and trying to finish then.

Clearly that didn't go so well. There's still some fun unfinished things like new minigames, a better CAT-DOS, 3D models and animations, more special variations of rooms, and some fun secret stuff.

We would rather have everything finished and polished, vs throwing together some unfinished thing and calling it shipped and updating later.

So we decided to instead, push the date back a week and get everything in at the release date.

Sorry we pushed the release date a week but we would rather do that and feel better about it than release an almost finished game.

Thank you for your patience and you won't regret waiting an extra week!

-Albino Moose Games Team

Spooky's HD Launches Feb 17th!

Hey everyone!

Psychobilly here with exciting news! Spooky's HD is launching on Feb 17th, 2017! You can check out the store page here. Please check out our forums for updates and post your questions about the new game!

The Albino Moose Games team has been working hard the past few months for this product and we are happy to finally launch!

Don't worry, Spooky's isn't over just yet! We have one final planned DLC for this game so keep your eyes open for that.

I hope you're ready.