Hello! It has been a while since I last wrote here. I wanted to work on this project at my own pace. With all that has been going on around me and all the changes that have happened, I can still gladly say that I hadn't abandoned the project and it's progress towards release is slowly rising. I do not want to send any misleading messages that the game is coming out anytime soon. I will do my best to inform you when that happens. In my eyes, the game is not just ready yet. As some might already know, the game has been rewritten from the core because previous build was too unstable and unsatisfactory for me. I would like to show you some of the newest features or features yet to come.
Let me now present what I have been working on
Core gameplay The core of the game will be roguelike with randomed dungeons and engaging gameplay. The building and survival element won't be there in the first release, but it will be a thing when i make a sandbox/survival mode (which would be most likely connected to roguelike dungeons and coop itself) New inventory system The inventory has been completely changed. The game now uses modal GUI system I have made at the beginning. After entering inventory mode, every previously open windows appear. You can manage them how you want, they will stay in the same place. Every window can be now opened, moved around the screen and closed. The windows provide all the necessary informations without polluting the screen. Weapon and armor modifications With new systems, I wanted players to be able to create their weapons in a style they would like to play. Whether that's common modification to extend magazine size or improve accuracy or it's an higher tier modification which for example allows player to regain health when damaging enemies or makes it shoot another projectile which is weaker, but can deal additional damage. It's all customizable and moddable, meaning players themselves will be able to modify and add new weapons or modifications (it will be limited though, because of the software I'm making it in). So, if you want to make a modification which turns sniper rifles into shotguns that shoot satanic bunnies - it's your choice. I won't judge you. Implants A new feature is going to be the cyberpunk element of the game (in addition to Tier 4 type of weapon modifications). Like weapon modifications, but for the character, Implants will be special modifications that are going to modify player's abilities and even give them special usable, active skills. Classes Upon character creation, you will be able to choose your class. It won't restrict you to certain types of items, but will enchance your character with new features. For example, your character will be able to have more implants and will be able to use them better than other classes, but at the same time you will take more damage from certain types of damage. Or a class which would allow you to be more careful and sneak past enemies, dealing critical damage from the shadows. Upon character creation you will also be able to select traits, which would allow you to expand your character's capabilities in cost of vulnerabilities of your choice. Those will be shared between classes, but it might change in the future. Randomized dungeons Randomly generated maps, with different variations between stages and even different parts of the dungeon. Levels will be big in scale and they will allow for simple puzzles and different paths to complete the level through. I am still working on randomized dungeons and the way they are generated. Even though they're not ready yet, I am happy with the results and I'm going to tweak current system to get the most of it. There are more things I would like to adress, like core gamplay mechanics which is completely different than what was seen in the first version of the game. There is no point in writing about it though, since it's not something you can simply show or explain. The game just feels a lot more responsive and the gunplay feels definitely better. I would like to show some screens, but there's no point in that since I still mostly use placeholder assets and the features will change. So that was the update I would like to share with you guys. You showed me amazing support over the years and I wish it would continue until, and after release of this project! If you have a question, don't be bothered with using the discussion board of this game. I will reply as soon as I see your question. Thank you again, and I'm waiting for your comments! Yazaa
[ 2018-02-17 16:06:36 CET ] [ Original post ]
Hello! It has been a while since I last wrote here. I wanted to work on this project at my own pace. With all that has been going on around me and all the changes that have happened, I can still gladly say that I hadn't abandoned the project and it's progress towards release is slowly rising. I do not want to send any misleading messages that the game is coming out anytime soon. I will do my best to inform you when that happens. In my eyes, the game is not just ready yet. As some might already know, the game has been rewritten from the core because previous build was too unstable and unsatisfactory for me. I would like to show you some of the newest features or features yet to come.
Let me now present what I have been working on
Core gameplay The core of the game will be roguelike with randomed dungeons and engaging gameplay. The building and survival element won't be there in the first release, but it will be a thing when i make a sandbox/survival mode (which would be most likely connected to roguelike dungeons and coop itself) New inventory system The inventory has been completely changed. The game now uses modal GUI system I have made at the beginning. After entering inventory mode, every previously open windows appear. You can manage them how you want, they will stay in the same place. Every window can be now opened, moved around the screen and closed. The windows provide all the necessary informations without polluting the screen. Weapon and armor modifications With new systems, I wanted players to be able to create their weapons in a style they would like to play. Whether that's common modification to extend magazine size or improve accuracy or it's an higher tier modification which for example allows player to regain health when damaging enemies or makes it shoot another projectile which is weaker, but can deal additional damage. It's all customizable and moddable, meaning players themselves will be able to modify and add new weapons or modifications (it will be limited though, because of the software I'm making it in). So, if you want to make a modification which turns sniper rifles into shotguns that shoot satanic bunnies - it's your choice. I won't judge you. Implants A new feature is going to be the cyberpunk element of the game (in addition to Tier 4 type of weapon modifications). Like weapon modifications, but for the character, Implants will be special modifications that are going to modify player's abilities and even give them special usable, active skills. Classes Upon character creation, you will be able to choose your class. It won't restrict you to certain types of items, but will enchance your character with new features. For example, your character will be able to have more implants and will be able to use them better than other classes, but at the same time you will take more damage from certain types of damage. Or a class which would allow you to be more careful and sneak past enemies, dealing critical damage from the shadows. Upon character creation you will also be able to select traits, which would allow you to expand your character's capabilities in cost of vulnerabilities of your choice. Those will be shared between classes, but it might change in the future. Randomized dungeons Randomly generated maps, with different variations between stages and even different parts of the dungeon. Levels will be big in scale and they will allow for simple puzzles and different paths to complete the level through. I am still working on randomized dungeons and the way they are generated. Even though they're not ready yet, I am happy with the results and I'm going to tweak current system to get the most of it. There are more things I would like to adress, like core gamplay mechanics which is completely different than what was seen in the first version of the game. There is no point in writing about it though, since it's not something you can simply show or explain. The game just feels a lot more responsive and the gunplay feels definitely better. I would like to show some screens, but there's no point in that since I still mostly use placeholder assets and the features will change. So that was the update I would like to share with you guys. You showed me amazing support over the years and I wish it would continue until, and after release of this project! If you have a question, don't be bothered with using the discussion board of this game. I will reply as soon as I see your question. Thank you again, and I'm waiting for your comments! Yazaa
[ 2018-02-17 16:06:36 CET ] [ Original post ]
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