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Hey everyone!

A huge thank you to all my patrons, Your support is really appreciated!  

Every time I get to working on the demo releases I realise just how big the project is!
It's still taking longer to create environments than I'd like, and I wish I had more time to make them look prettier.

Despite all this...
things are moving forward, I've completed most of the level geometry, 

I have ball pits, vending machines, play areas, a larger nursery area, arcade games and I've linked it all together into a single environment.

So the environment is about half the total size of the previous environment but it has a lot more stuff. Currently it's completely devoid of anything to do besides a couple ball pits and some physics objects you can push around (a new addition).

My current task is adding AI's into the game along with the more specific interaction connections. As I mentioned in the previous I added wedgies back into the game. 

I've also been working on re-implementing some mechanics from the first demo. I can now ask an AI if they can "See" the player. I also updated the change table system. Same animation but now it "should" be at the correct orientation. (Honestly I'm amazed it worked at all before, although some people mentioned it didn't).

I added some animation and lighting into using an arcade machine. I want to add some very minor mechanics to this system that play on your brain power vs food. So plenty of things to do!

Devlog

So the previous devlog about a Day/Night cycle got me thinking. I really like this idea of sneaking around at night.

So the core component of the game has like an X-men style theme surrounding it (Person with special powers attends special university to use/improve those abilities.

I also love the classic RPG of exploring the world to see new monsters and areas. This is why I'm thinking of making the "enemies" of this world primarily ghosts. They have a great linkage to "special" powers while allowing for allot of different "types".

This is why I'm so keen on this new day/night cycle. I love the idea that "normal" areas of the game can become dangerous after dark. This got me thinking to the idea of "darkness" as a mechanic.

Areas that are "dark" can become the random encounter areas. This could mean anywhere after dark, or specific areas that are always dark (like a cave or abandoned laboratory). To use the example of Pokemon dark areas can become the "tall grass" of the game.

I think this could be a really strong thematic angle. I always wanted the university to focus on para-biology ( study of paranormal animals) and by placing the focus on ghosts you could capture ghosts for study by the University as well as extra ability's/powers.  I also loved playing Luigi's mansion and I'd love to capture that idea of cute/fun ghosts!

This is a very exciting idea and a great way to make the game feel very alive and reactive. My hope is after I've released the next demo (In about a week and a half I HOPE) I can begin work on the combat components.

Anyway that was just to update you on my progress and thinking. I'm going to get back to work and try and bring this environment to life!

Files

Comments

Anonymous

That looks pretty incredible. Definitely in terms of scale. You mentioned the time it takes to design, though, is there not some way you can save and recycle certain assets? Things you've already built? Not every part of the world needs to be completely signular, it'd make sense to reuse certain architecture, room design, that kind of thing. It could save you time when building new areas, to have bits and pieces you've alreadymade and jigsaw them together for new basic area design. Of course, I don't really know how the system you're using works, maybe that isn't an option. That aside, all of this sounds amazing. The day/night thing, changing areas from safe into combat zones is a good idea. Having enemies be inhuman makes more sense than fighting teachers, fellow students or the inhabitants of the town, really, so that's a good idea. I still think it's worth considering 'stealth' areas, where human NPCs act as guards or something, though. Where the objective is to evade rather than fight. Anyway, rambling aside, looking forward to the demo!

Anonymous

To go with what he's saying about reusing assets. If you really want to keep the original idea but save times, reuse old asset as place holder and update them once everything else you want to do is done. I never made a game, so I don't know if what I'm saying would work. I don't want to sound like I'm telling you what to do, if that's the case, I'm sorry

ABDLCheeks

I think the stealth areas are a good idea too I can think of a few ways to make that work. I already have a system of "can see player" in the game.

ABDLCheeks

On no worries, I think the idea of some temporary system is a good one. Honestly I'm re-using allot of assets. In the short term its just the time taken to place objects in the word. I have a few strategies that will help this in the future. I'm hoping that soon I"ll just be adding content into an existing world rather than creating new areas each time. Also this day night thing does give me allot of re-use