Citizen Pain | First-Person Action Prototype

I am continuing to place 3d assets of the walls. At the top of the walls there is an enemy silver knight protected by a soldier with a crossbow.

An enemy soldier throws firebombs from a distance. The way to the enemy is blocked by boxes, which makes the enemy harder to reach.

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I’m continuing to focus on the castle environment, apart from a couple more rooms there’s not much left to finish. I’m looking forward to finishing so I can get back to prototyping on the game mechanics.

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Fighting a Soldier Swordsman is more complicated with a Soldier Spearman performing ranged attacks. Performing a strong attack can work but you have to aim accurately to avoid missing. When I shot this video there were many rooms still in a greybox state.

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I fixed a problem with lighting, where in build the lighting was much higher than what I was seeing in editor. I found that it was a problem related to the volumetric clouds, I removed them since they were a bit too heavy for performance anyway. I will be working on the castle again soon, I am in the final stages of the first art pass.

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Axemen are a variation of soldiers who fight with an axe and shield. The main difference is that they have more health and do not go into stunlock if you block their attacks. Only parry can make them go into stunlock.

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Possession is a useful skill when there are many enemies. You can possess an enemy to use it as bait and gather enemies in one spot and then attack them all at once.

I’m focusing on the wall area, where the player will have to walk to reach the top of the tower. I was thinking of adding a boss battle at the top of the tower. I still have to finish writing the game script, but I already have clear ideas about what needs to happen in this section.

The backdash can be followed by an attack so that a lunge attack can be performed. It can be used to avoid the enemy attack and so you can attack immediately afterward.

This week I am focusing on implementing some VFX, starting with the Bonefire. I’ve been tweaking the fire particles, especially the lighting intensity. A bonfire produces lighting intensity in the value of between 10,000 and 50,000 candelas. I used these values to get a more physically realistic illimination.

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Combat against a Silver Knight, testing lunge attack and strong attack.

This week I am focusing on the UI. I am implementing the main menu. I added some logic such as highlights on mouse-focused UI elements and some transition animations between the main menu and loading screen.

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One of the traps in the game are the rolling boulders. Besides hitting the player they can also damage enemies. For now, the rolling boulder is in the prototype stage, it has no textures and collisions still have some problems.

Today I am focusing on the UI Options menu. Among the things implemented are the Tab Selector at the top of the page and a runtime creation of list entries from a DataTable. The page is still placeholder, there are graphic things to adjust (like colors, slider shape etc.)

Blocking, like attacking and running, will consume stamina. Blocking an attack that empties your stamina will break your guard and temporarily stun you.

I added an effect for when using dash. The dash lines are created dynamically with Niagara FX, also I added a slight radial blur shader around the screen. I made sure that the center of the screen stays sharp, so that the blur doesn’t bother the player during movement.

Fight against 2 spearman soldiers. Their sweeping attack has a wide range but is not very fast. Since there are 2 of them better to use a dodge to avoid being hit.

Prototyping a section with various enemies. The soldiers throwing arrows are protected by the soldiers in front. This makes them difficult to reach unless the soldiers in front are eliminated first.

Prototyping environmental sounds, including mixing, export and tweaking ambient volume.

I’m still working on Citizen Pain, but I’ll start sharing less frequently so I can focus on the quality of the game. I’ll show more stuff when I have something polished, so it might take a little longer. In the meantime, here’s one of the static meshes that will be used in the prologue scene.