The Story Behind Demon's Island



     Hey there, if you're taking the time to read this then you're going to learn about why this project came into existence in the first place.




     Demon's Island began development back in June of this year. Summer had arrived, but due to the ongoing pandemic my friends and I weren't able to do anything for Summer vacation. In response to this, I spent three weeks designing a multiplayer WEBGL game where you could visit the fictitious demon's island, which was strongly based on a hotel I would go to with my family for beach vacations when I was younger.  This original incarnation of Demon's Island was meant to be a simple little WebGL game with some personalized secret rooms for my friends, but as usual I added more than was necessary. The game ended up featuring multiple secret mobility mechanics, an admin gun that could be set between four different modes, a fully organized debug console, and even some bizarre super secret rooms that few people have seen to this day. The project became a cornerstone for the small private discord server my friends and I spent time in, but was eventually forgotten a couple days after the release of version 1.0.

     Of course, this isn't where the story ended. Periodically, I would add new rooms to the game whenever I felt like it. This is what resulted in rooms such as the Blingee Gallery and the Self Improvement Room appearing out of nowhere. Because I was still actively throwing content into the game, it didn't die the way it was meant to. At this point it was around August, and I started spending more time in the Haunted PS1 discord server. As I made new friends, I would occasionally drag some of them into Demon's Island, and they ended up really liking it. I realized at this point that the project was far more accessible than I had originally imagined (what with all the weird in-jokes peppered through the game), so I slowly began making the project more and more public. Eventually, it even got its own web page at www.demonsisland.club, and the project was visible to everyone.


     Then, October came along. I decided to put together a simple Halloween update for the game. That was it. Just an update to add a new coat of paint and some extra rooms to explore.

     What ended up happening was that the game had its content doubled from the 1.0 update. I ended up implementing a full options menu that included settings for color grading effects, I added an entire familiar system with unlockable cosmetics you could find around the world, I added a popup system to notify players about several new mechanics, and there was finally a menu that gave players some sense of progression in the game. It was no longer about being a hangout zone. Demon's Island became a proper game. As a result of the increased game content, it was moved from WEBGL to download for performance reasons.

     In a way, this killed the original purpose of Demon's Island. It wasn't supposed to survive for so long, but it ended up going far past its expiration date. Worse yet, I'm also considering a Christmas update for the game down the road. Will we see that come to fruition? Who knows. But regardless, that's the story of Demon's Island. A personal little project gone public.

Thank you for reading.

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Comments

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Is there a way to get the admin gun?

(-1)

how the heck do I fly from hasselhoff to the pumpkin reeee