I tweaked the lighting to make the atomosphere more horror. The main mechanic works (creature chasing you and the player has to reach the elevator without getting caught). I’m trying to wrap up the prototype horror section as quickly as possible, but the temptation to add more stuff is always around the corner.
Operating the lever opens the elevator door. The door opens very slowly as the creature will come closer and closer to the player. I am implementing this mechanic to increase the tension before the end of the horror section of the game.
I am implementing the Level Up UI screen (in the screenshot still work in progress).
Level Up is available as an option while resting at the hub area. When leveling up, one spends accumulated souls to invest points into one of 5 stats. They can be increased up to a level of 3.
I am continuing the implementation of the Upgrade Stats UI screen. I added buttons to increase parameters, various info about owned souls and costs, and animations to open and close the UI screen.
Linked the Player Stats UI screen to the Player Stats component, so that increased stats are saved in the Player. Also reiterated on the UI screen graphics (icons, text etc.). Next I need to implement the Player parameter level logic (so that if Vitality is at level 3 the player has more health).
I am implementing the Skill Tree UI screen, that features both passive and active abilities. Players can unlock abilities, but they must have enough Special Items to apply the ability. Each node enhances additional stats and grants various effects, such as increasing the maximum number of Potion uses, expanding the Possession ability and many more.
In the Skill Tree UI screen, I added a window in the lower left corner with skill information when selecting a Skill Tree node. Each node has an Ability ID, so you can easily find all the info about the ability (e.g. text description and texture image).
Implemented collect item popup window. I needed it to show when the player receives a Gem, a material that allows players to change or upgrade abilities. Gem is sometimes obtained as enemy drops after defeating them.
I have implemented side quests, these are given by NPCs. Sometimes the side quest will be collecting items, other times it will be killing a particular enemy. The NPCs have a friendship system, which increases with the completion of the side quest. If the friendship is high enough, the NPC can help you during a boss fight.
Your game is looking very nice , definitely reminds of oblivion and skyrim, is it going to be rpg and open world like them?
@Hauk2500 Thank you! The game is an action adventure, there are some RPG elements (you can upgrade stats of your character and there are side quests for example) but it’s not an RPG like Skyrim is. It’s also not an open world, it’s a more linear and smaller experience (sometimes there will be alternate routes, but it is mostly linear).
I implemented a small Dialogue Manager, when you talk to a character it shows the text of the current dialogue. During dialogue the controls are locked (as opposed to Souls-like where you can move the character freely), in first person in my opinion it’s preferable but I might change it. Initially I didn’t plan to implement any dialogue, but with the introduction of side quests it was almost obligatory (otherwise the player doesn’t understand what needs to be done).
I am implementing the Player Inventory screen. It has 2 rows, one for usable items, and one for important items for quests. Under it I’ll have to put a window with the name and description of the highlighted item.
In the inventory I added a description text on the highlighted item. In addition, the effect of consumables is briefly described (under Use Effect).
For now I am done with the UI, this week I will implement the last new mechanics of the game, it will be complicated but let’s see what comes out.
I am implementing a new gameplay mechanic: the character’s health affects the weather conditions and will have an impact on enemies. The lower the player’s health, the worse the weather conditions will be. For example, the player will be able to use traps that would only work if it is raining, and lightning could fall on enemies. This introduces a risk-reward mechanic, so that the player could be pushed to stay low on health and take advantage of the weather.
First prototype of Weather System linked to Player Health. The lower the Player Health, the worse the weather (up to heavy clouds and rain). Next step will be to add lightning that can strike enemies and hazards dynamically created by rain.
I am implementing the slippery puddle, a trap for enemies that appears if it rains. If an enemy runs over it, it goes into stagger. I’ll probably leave the testing blue mesh for now, as I have a lot of other prototypes to do (e.g. lightning falling on enemies).
I’m iterating on a new greybox level, which will replace the testing greybox I’ve been using so far. It’s a citadel, so there’s town surrounded by the castle walls and there is the fortress at the top of the hill. For the design of the streets and squares as references I am taking inspiration from games such as Bloodborne, Dragon’s Dogma and Lies of P.
I’m currently focus on the spatial communication of the Citadel, iterating on how to motivate player movement.
For example within the market square, exits aren’t immediately visible due to the maze of market stalls obstructing the view. Players are forced to navigate the space actively, uncovering more information as they explore and mentally chart the area.
As they walk to the other side of the square, a clear exit is revealed. This different perspective allows for strategic planning, enemy spotting, and anticipation of rewards, making exploration less boring and giving a reason for exploration.
The greybox reiteration of the new level continues. I completed the lower part of the citadel, consisting of the town. The player, starting from the main gate in the lower area, must make his way through the city streets to reach the castle in the upper area. The next step is to create the castle rooms.