Devlog #1


English:

Note:

From now on, I'll be posting progress posts once a week, accumulating progress as I go along. I'll also be numbering them to make them easier to identify.

Hi everyone, it's been a while since I last updated. That's because I have less time now, but oh well...

My idea for dev versions is to make the development progress noticeable. I know this dev 1 has many shortcomings, even a bit empty. I want from dev 1 to the upcoming dev 2 to feel like there's been progress, so people can feel like the game changes between dev versions, so they know the final version is going to be much better than the game currently is.

Since the last update, I've been working on the following things:

1. Ragdolls: Many will argue that there's no need for ragdolls, well, I've thought about integrating them to make deaths more believable, even in cinematics, since currently I have to animate each one, and they don't always look great.

2. More designs and decoration for the second map:

Currently in dev 1, it's too empty. This is because I was mainly focused on making the first map look good, and I honestly feel that using mostly low-polygon assets seems fine to me. Now I'm doing the same with the second map, which is where a lot of the action will take place.

3. Enemy AI: While it still has its flaws, I've successfully added field of view. Right now, it's able to tell where the player is when they enter its field of view. It still has flaws, such as not being able to patrol and sometimes getting stuck in corners. I'm working on it with everything I have and fixing it so that when I release the next update, it's working properly.

Preview videos below.


Español:

Nota:

Ahora en adelante hare los post del progreso una vez a la semana, acumulando en lo que vaya progresando, tambien los voy a ir numerando para que sea mas facil identificarlos y ahora.

Hola a todos, ha habido un tiempo desde la ultima vez que actualice, eso es debido a que ahora tengo menos tiempo, pero buenooo....

Mi idea de las versiones dev, es que se sienta el progreso en el desarrollo, y se que esta dev1, tiene muchas carencias, incluso algo vacia, y quiero que de la dev 1 a la proxima dev2, se sienta que hubo progreso, que la gente sienta que el juego cambia entre las versiones dev, para que sepan que la version final, va a ser mucho mejor de lo que es el juego actualmente.

desde la ultima actualizacion he trabajado en las siguientes cosas;

1. Ragdolls: Muchos diran cual es la necesidad de las ragdolls, pues he pensado en integrarlas, para hacer muertes mas creibles, incluso en las cinematicas, ya que actualmente cada una la tengo que animar, y no todas las veces lucen muy bien que digamos.

2. Mas diseños y decoracion para el segundo mapa:

Actualmente en la dev 1, esta demasiado vacio, eso es por el hecho de que estuve principalmente enfocado en que el primer mapa se viera bien, y la verdad siento que para usar la mayoria de assets con poco poligonos, se me hace que se ve bien, ahora estoy haciendo lo mismo con el segundo mapa, que es donde va a ocurrir buena parte de la acción.

3.IA enemiga: aunque aun tiene deficiencias, ya logre añadir exitosamente el campo de vision, ahora mismo, es capaz de saber donde esta el jugador cuando entra en su campo de vision, aun tiene deficiencias como el hecho de que no es capaz de patrullar, a veces se bloquea en las esquinas, estoy trabajandola con todo lo que tengo y arreglandola para que cuando lance la proxima actualizacion, este funcionando correctamente.

Videos del avance abajo.


Ragdolls:

I can't say much about the rag dolls, only that I'm working on making them as natural as possible, without strange movements or flying through the air. So far they've been turning out pretty well, and saving me work animating and coding each position in which I leave a body, or a body falls.


Map design:

Yes, it still needs polishing, look at that poor ugly little thing

Enemy AI:

It's in its early stages. Its field of view consists of two elements: a collider, which will detect bodies in range, and a raycast, which, if it hits you, will tell the AI it can attack you.

Right now, it has the limitation that the moment you leave its field of view, it stops chasing you, or at least goes to the last spot where it saw you. I'm working on that.

Get That time: When i been cursed

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.