Category Archives: Development Update

Let us Yook the Sin!

So, considering that life is a curious movement of monolithic structures, it was inevitable that our lovely game would be revealed.

Announcing our game.

Yooksim! No, wait. Yucksin! Oh. Yooksin. Yes, Yooksin! Yooksin, the great and mighty.

Yooksin: The Hospitable Sea.

image

All the hard work that was bloodied by our… blood and stuff, has finally been announced!

Rejoice!

Wait. What is Yooksin you ask!? Well, it’s a game. A game of deception and treachery where you put your life on the line for—oh, sorry, that’s just a description of the life I lead. Yooksin is loosely defined as a delivery fish-avoidance billow system that will be available on iOS.

Working on Yooksin has been everything from fun, to annoying, to spiritually cleansing. Assets have been created, music coined and writing penned, although we still have loads more to do. We are still working our butts off to perfect the ideas, gameplay and quality of everything we do, because if Yooksin isn’t the best game ever, then why bother!

We hope you look forward to our first game and obviously buy everything we offer in the future… it is your destiny.

Here is an exclusive peek at some things we’ve toiled away on. Enjoy!

image

image

image

Developer Diary #2: Subsequent Shenanigans

image

The key to functioning as an expert member of The Dangerous Kitchen—as judged from the strenuous research I have undertaken as an undercover alien intelligence à la Under the Skin—is: to think approximately half of what the average human-being does and pray to some unknown deity that everything works out.

Working this way is efficient I must admit, but the hardest aspect one will inarguably fall upon, is the clashing of art styles. Creating assets that will ultimately be a part of the same digital-body needs care and attention to make them work holistically. Using the artistic, automatic abilities these humans employ can be hazardous, yet strangely fun. Logic is a foul stench in the grand scheme of existence.

Before the prototype has been constructed by the cosmic-overseer they call the coder, aligning the brain waves of every team member to understand the mechanics of the game is necessary, but arduous. The system takes time to be absorbed into human brain tissue and once absorbed, digested. A design document is crafted to empower the team and overseer with the thinly veiled illusion of hope.

This hope’s success rate is almost directly correlated with that fiendish  bean-based brain accelerator known as coffee. It’s what drives the steady, forward movement they make and what the blame will fall upon when they ultimately fail.

– The Dangerous Kitchen

Developer Diary #1: Beginning of the End

image

Dear Diary,

So, it has begun, as they say in some parts of Outworld. Currently the sanity levels are stable and the subtle smell of coffee, breakfast and dread silently float around like a harrowing grim reaper-parrot on our shoulder.

Food time has ended—a foiled barrage of homely goods—consumed upon with mild Animal Crossing sound waves to punctuate the grotesque munching sounds.

The development of a game is scary and intriguing, devastating and explorative, depressing and delightful. A fake tree opposite gently sways with a striking grandeur that reminds one of the fragility of the human mind.

This project will be the end of us all.

– The Dangerous Kitchen