Hello everyone. This is Salt_ I have been resting a bit from Steam Nextfest so I havent posted anything written in a while. I have a new update for the Demo, and at version 0.25, thats me saying the demo is about 1/4th done. Yes I plan to have a whole lot more in the demo! Special thanks to BONEGRINDER for all the help and feedback on the demo & updates! A lot of major changes, fixes, etc, have been because of all the help! And thank you too for everyone else who has left comments and feedback too! I really appreciate everything! I would like to thank NinjaGuyX for interviewing me. I have never done anything like that before, and it was a little stressful, but a really awesome experience! Here is the interview video: [previewyoutube=DiceX9cagJs;full][/previewyoutube]
// Update version 0.25
Combat changes:
I changed up the combat system a lot. All weapons have roughly doubled their magazine capacity, the reload is a lot faster, and fire rate has been adjusted. This makes the combat a lot faster. Theres more enemies. I am still optimizing the enemies, their Ai, draw calls, etc. Fortunately I was able to fix a few things, and I was able to increase the maximum amount on screen. This works really well with the improvements to the weapons. Individually, the bugs are less lethal, but big swarms can get overwhelming. I was able to get them to group up better too. So they are less of a line, more of a cluster.
Vanth:
Vanth now has warning lights. She can tell the player if there are enemies incoming, or enemies targeting the player. This helps a lot. If the player is making too much noise or creating too much attention for themselves, they are now warned that. Hopefully there wont be as many surprise attacks.
Control changes:
There is no throw weapon button - Picking up a third weapon will drop currently equipped weaponCall / send Vanth is now separate from use button - currently bound to Space bar, Right thumb stick button, and Dpad Up. Im testing out the options to find what works best.
Quick tips in loading screen:
To help cover some of the mechanics of the game easier, I added some tips to the loading screen. I know its not the perfect solution, but hopefully it will help until I improve the layout of the tutorial and starting area
Tutorial area:
I am trying really hard to keep the tutorial quick, easy, and skippable. If the player already knows what to do, it can be done in less than a minute. Thats for whatever reason they would have to do it again, for example if they lost all the settings, or its on a different system etc. There are more prompts for the player to go the the elevator. This is where the actual game is. And the entrance area is mostly there as a safe environment for the player to start in, figure out the controls
Hud and UI:
Working on the hud and Ui has always been a pain. But, it is important. They now display what grenade is selected, and what one is next. Plus, it displays the amount of each type always. If Vanth says something, it is displayed in to top left corner. So if the player misses it, its there. Same thing if the player picks up an item, or 5, its all displayed top left. I will eventually be having bars for health and armor to display the percentages at a glance. But for now its just numbers.
Levels:
Ive added back in vaultable ledges to the rooms. To the player can press use and climb up to escape the bugs. This was causing a lot of pathfinding issues, so they were disabled for a while. There is now more reasons to explore. I have added upgrades throughout all the rooms. Well, theres a good chance for them to appear in each room. So it pays to have breach charges and explore for useful upgrades. I have also added a few more rooms to the mix for each level. Creating rooms are very tedious and time consuming. They are also prone to errors, and require a lot of testing and balancing, so it is a slow process to add even one room. I have added roughly 4. Its a start. Hopefully theres no issues with them.
New grenade type:
I have created a new grenade. It is the proximity grenade. I have wanted to add this one in for quite a while, but there has been a few issues keeping it on hold. The grenade will stick to objects and arm itself. If the player, enemies or bullets hit it, it will detonate. If the object its attached to is destroyed, it will separate and fall. If the player walks far away from it and comes back. It will still be there. Its a lot easier to say all that than to write the code that makes it all work. I hope they help when running from a swarm, or defending the exit elevator.
That is update version 0.25 of the Dereliction 2022 demo:
The festival was great! I learned a lot and it has helped me connect with a lot of people. I have received a lot of feedback, which was why I joined the festival. All the feedback has really helped me improve the game all around! I really hope everyone likes the changes and progress made on the game. Please consider trying the new update. Please let me know what you like, dislike, and what you would like to see in the future. Thank you to everyone who tried out the demo! The update is available on Steam, indie database, and itchio: I will have more to share soon, ~SALT_
[ 2023-02-19 17:54:30 CET ] [ Original post ]
🕹️ Partial Controller Support
endless Xeno bug hordes & endless procedural levels For PC, Mac & STEAMDECK
You wake up, crashed onto a barren planet. Around you there is nothing but hostile wasteland, battered by wicked wind and storm.
There is a lone outpost barely visible nearby. Crawling slowly, with oxygen low, you finally reach the open entrance. Within the doorway a ramp seems to lead down into an underground facility.
You decide you must enter this facility and hope to find a way to escape this wretched place.
But you feel that you are not alone.
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Within this old derelict structure, filled with ancient machinery. The lights are dim. Your oxygen generators can barely fill your reserves. Your immediate goal will be to find a way to send out an SOS - to try to contact someone, anyone, and be rescued.
That is not the only thing you find when you wake up. You now learn why you had felt so uneasy; the Dross. A long-forgotten entity, lost seemingly for an eternity, with endless claws and endless teeth.
To survive – to escape – you will need to fight through the hordes of these enemies and find a way off of this planet.
Fight against the Dross. They are vicious. They are endless. They are always around you. They want only to consume you.
Fight through their endless world. There will be procedural generated levels, deeper and deeper into the nest.
It will be brutal. But your overpowering arsenal of tools and weapons will certainly help.
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Features:
Randomly generated levels - Each level is created as unique for each player, getting more complex as the difficulty increases.
Strict Rogue-Like genre - If you die, you die.
Advanced enemy AI - Based on the player's skills and tactics, the enemy AI will adapt to combat the player at every turn.
Upgrades and arsenal - Upgrade your capable arsenal of weapons and items to use even more powerful weapons and items.
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- OS: Intel or AMD 64-bit capable processor
- Processor: Intel or AMD 64-bit capable processorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA graphics card. AMD graphics card (RADEON 8500 and later). Intel graphics
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