Brutal King’s Field Successor - Untitled Project | Devlog

I’ve started a new project! It will still be a first-person melee game, built on the foundations of Citizen Pain. Right now, I’m working on one of the main weapons, the Long Sword, adding attack and parry animations. I’m not entirely satisfied with the impact feel of some attacks, so I’ll definitely need to revisit them.

Also I worked on implementing the dagger weapon moveset. Movement animations, attacks, and parries are now in place and fully functional.

The takedown is directly taken from Citizen Pain. This project inherits a lot from my previous game, but with a stronger focus on exploration.

I’m currently working on one of the first basic enemies in my new game: the Zombie Warrior.

I’ve implemented some animations for him, including attack and hit reactions. I’ll need to revisit the animations again in the future, since some of them still need polishing and I may add new ones as development progresses.

Hi @Ordnas006 Really loving the environment, it already feels like a very polished experience. The enemies, atmosphere, and protagonist all fit together so well, and the combat has a really great feel to it. Can’t wait to see more of this!

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Thank you so much @CtrlZWizard, I really appreciate it! I hope I can live up to the expectations then! The work is going well, and I’m already seeing a lot more potential compared to my previous game, Citizen Pain, especially when it comes to dungeon exploration. I’ll be sharing more very soon!

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These days I’ve been focusing on the dungeon of the first level.

I designed the full map with multiple branching paths because I wanted this project to be non-linear, unlike my previous game Citizen Pain. After laying out the structure, I’ve been placing meshes and lighting room by room.

Making the level non-linear is proving to be more challenging than I expected. The dungeon has significantly more rooms compared to a typical Citizen Pain level, and on top of that, I recently adjusted the pacing of the combat sections. That forced me to rethink and rearrange the sequence of some rooms to keep the flow engaging.

All of this is slowing me down a bit, but not too much. I’m still on schedule overall.

Apologies if the video looks a bit dark. I’m still tweaking the global lighting and atmosphere.

At the moment, the plan is to include three different weapons in the game. I’m still deciding whether to add distinct player abilities, or instead design enemies so that each one is weak to a specific weapon type.

I’m continuing the construction of the dungeon.

All the rooms are now complete, including the secondary rooms for hazards and rewards. The remaining work is mostly on the artistic side. In particular, I want the second part of the dungeon to feel like an outdoor area, so I still need to add elements like trees, rocks, and a proper vista.

To make the room layouts as varied as possible, I decided to dedicate less time to the visual polish of each individual room. My focus has been on creating interesting spatial variations rather than refining the graphics.

I may try to improve the visual side during development if time allows, but for now I believe it’s more important to prioritize gameplay over graphical fidelity.

I’m working on the layouts for the next levels, starting from my previous game Citizen Pain. But this time I’m adding shortcuts and new rooms with items to collect, to encourage exploration.

Even just modifying the layouts of the existing levels is a lot of work.
Because of that, in some levels I might add checkpoints instead of Souls-like shortcuts.