KT

Our current Project

KT is a game about Dinosaurs and the inevitability of Death

It is inspired by the game Night in the Woods on Steam. You should check it out (we have no affiliation, we just think it's neat).

A 2D sidescroller, Where you control an Oviraptor named Katie (aka KT). Have her talk and do activities with her friends, making most of life before the inevitable apocalypse in a week.

Most of the game revolves around dialogue. Not made for those looking for action, but storytelling.

It has a schedule system, requiring you make the hard choice of who you hang out with and when. There may be someone you like, but some one else may need more support at that certain moment.

There will be as many endings and paths as we can qualitatively make. We have SO many ideas.


About the development

Logan (programmer):

Currently being made with The Godot game engine. Previously, I was a very "Unreal Engine Purist" kind of guy. I felt for a long time that the Blueprint system would be an end-all be-all thing for me, as i found actually coding in a new language to be very daunting. Sure, i had experience writing in Java and JavaScript before, but every time i attempted to open up C++ in Unreal Engine, i just couldn't grasp the concept at all.

Beginning to work on KT,  I was starting to see plenty of limitations stack up, like it not being really plausible to create skeletons for 2D characters for nice, smooth, and easy animation to make it easier on my artists. While looking at documentation to try and rectify this, i realized that maybe using a fully 3D engine wouldn't cut it.

Up until this point, I hadn't known much about Godot. I always thought of it of being the new "hipster" thing on the block. But i found a video, that showed that it had the tools just straight up built in to make 2D stuff super easily, like the skeletons mentioned before.

I Decided to download it and give it a shot. Not less than two hours later, i had more progress on KT's animation system than i had in months with Unreal Engine. this had me be a bit braver about switching over and trying out Godot's GDScript language. That too was an instantly faster solution than Blueprint. I have no idea how I picked it up so fast and easily. It just felt natural. Brand new concepts in programming where thrown at me, and with one simple search through the documentation, I knew how to use it.

idk man, I just went on a rant lol. Try new things I guess. I literally just shoved myself in a box and called it good. 6 years after my first shoddy game and trudging my way through and approaching the end of my contract with the US Navy, I finally feel like my dreams of actually making a good game are within reach.

Credits for this game below.

Logan Drawyer
[[Programmer]]
[[Writer]]
[[Composer]]
Samuel Gilbert
[[Director]]
[[Creator]]
[[Writer]]
Parker Hicks
[[Composer]]
[[Writer]]
Samuel Willits
[[Art]]
[[Writer]]
John Wolf

Drew Jibson
[[Writer]]
[[Community]]
Dalen Murphy
[[Writer]]
[[Programmer]]
Rose Willits
[[Art]]
Stephen Recio
[[Art]]
[[Writer]]
Terry Cantrell