Evil Clowns - New levels prototype + Updates (Patreon)
Content
New Evil Clowns Prototype. The difficulty is starting to rise and I've made some adjustments:
- The Clowns cause a bit more damage, making any encounters potentially deadly. You should be able to sneak through undetected though.
- New weapon: the Crossbow. This will probably be one of, if not the primary weapon in the game. It fires silently, so it won't alert surrounding clowns and has a one hit kill but that comes at a cost. It's slow to reload and only holds 1 bolt at a time.
- New Clown Type: Dog Clowns. They travel in packs and will make your life hell. They can also see in the dark, so hiding in the shadows won't help. Avoid them all together or run!
- This level isn't totally finished yet. The second level is in the early stages and it can't actually be beaten. Just explore until you get bored. It's eventually going to be an entire amusement park.
I've also been considering the theme and if it's worth sticking to Clowns or going in a Manhunt / Escape from New York direction. Same concept gameplay-wise but a theme shift could open up a lot of new ideas since an entire clown themed game might be tiring. It would be great to add different gangs.
This wasn't the easiest month to get something playable together (Especially because Murder House and The Summoning came out in October). But here are some updates:
The extended ending of Murder House is still in the works. After finishing the main game, I've been having a really hard time working on the ending. The basic idea was in place fairly early on, but how to best execute it is the question. Haven't been showing any updates either due to major spoilers. But it will be ready in December.
Stay out of the House is progressing and the next big update, 0.8, should be out in December. I've been updating and refactoring the entire project behind the scenes (Unity 2017 > Unity 2020) as well as fixing bugs. Adding new content is next. Here's some of what you can expect:
- Melee weapons
- Larger Inventory
- New tools & mechanics
- Improved Butcher AI and tasks for him to do (like cooking)
- Voice acting (eventually)
- A new family member
I'm aiming to take the game further into immersion sim territory and give players more options and tools to get out of the house. Of course, I'll have to balance that out with more obstacles and difficulty.
As much as I'd like to finish up Planet of Bloodthirsty Santa (especially since we're officially in the Christmas season) I ultimately think SOOTH is more important and I'd like to get it updated, finished and released as soon as possible. I'm aiming for early next year. Power Drill Massacre is next on the list after that.