Sorry for lack of posts lately. Lost of refactoring and bugs to fix. Also dabbling with potential rogue like elements. Have some footage of one of the extra (hopefully) planned characters you can play. Lots of new sound effects added so the enemies aren't deadly silent anymore.
#indiegame #UE5
Posts by CRUMVIII
There will be at least a third other mode too. Possibly more. But, we'll see how early access goes first.
In certain modes yes. Marina and Mathilde being good examples since both are stalkers in the main story. But, in some of the side modes, you get to play them but not as stalkers and just player chacters. If that makes sense.
2 atm. But also 0 if we take into consideration how the development of my current game is going.
Due to me changing up and improving the combat system for the co op campaign, I also decided to port over some of the new code for the horde characters.
Originally only the 2 melee characters had combos (also wasn't as good as the new one). Now everyone will have them and they'll all be different.
Doing the stun to strong melee mechanic that the more action REs did. Not a bad start imo.
Also I'll be taking a bit of time off again cos been hit with another case of "le sadge". I'll be back sometime next month. Hopefully with a more concrete date for the online play test.
I know the feel. Hope you manage to get it working.
Hmm. Fair point. Probably shoulda recorded a character that wasn't moving in stop motion. ๐
How do people actually feel about hit stop? The camera shake, I'm happy with but hit stop, I'm trying it but I'm not sure if I want to leave it in.
#indiedev #UE5 #indiegame
Yeah I figured that'd be the case too. Adding the separate multiplayer modes was already a good move but I think if I can make campaign co op that's going to be what tips people into playing it. ๐
Only issue is some levels it's gonna be hard for a 2nd character. So maybe they play a cat instead.
Liking my new main menu (still working on organization tho). Originally I wasn't gonna bother getting a custom logo but glad I did cos it really makes it all pop imo.
Logo made by AllAgesOfGeek.
#indiegame #UnrealEngine #Maid
Mathilde is an antagonist for most of the game but you do end up playing her in some parts to see how events ended up the way they did.
Don't let the fact that she's a maid (with no magic powers unlike Marina) fool you however. She has a certain set of skills from her old job making her lethal.
I hate to admit it took wayyyyyyyyy too long for me to successfully get the joining, leaving notifications and the names to appear above players to work correctly but it did. ๐คช
Dunno why its always the stuff you expect to be easy that trips me up the most.
But got it working.
#indiegame #UE
Also managed to revamp my finisher system so now it has an action camera effect as well as working from any direction.
All successfully network replicated too (took the longest in fact) so all players can do this.
On the side, really satisfying crushing your enemie's heads.
#gamedev #UE5
(2/2) That's why I had to spend a bit of time giving him an actual kit. Can't sneak obviously with all the noise he makes but he's basically a walking brick wall with 8 times the amount of health as the maid player. He can also heal via gems as opposed to potions.
(Sound is placeholder atm.)
(1/2) At some point in the story, you're meant to have an NPC Sentinel assist you. Since I plan to add co op to the campaign, I decided to try and set up said sentinel to be played by the non host player. Enemy Sentinels are very basic, only doing one hit. So not the most fun as a player.
I basically already have thief and warrior class playable in story. Mage tho, aside from Marina in the horde mode, story wise I haven't actually worked on a mage centric kit fully. I know it'll be Islene since the story revolves around her. But gameplay wise still juggling ideas.
I will be aiming to re open the playtest sometime this month for a short trial session. I'm attempting to implement co op to the main campaign so that's what the playtest will be, well, testing.
No maid chasing you here tho. You're playing one this time. And it's more stealth + combat focused.
It is but I haven't had any time to do any updates so still clunky atm. lol
Forgot to mention that the playtest is now open to everyone.
I won't lie to you. It's in a bit of a state atm but that's why I opened it up to everyone. Higher chance of being able to fix everything if there's more people trying it. Since my testers are busy.
store.steampowered.com/app/2473620/...
I made a patreon. Very much a work in progress but hope to see it grow someday.
www.patreon.com/HachisCacheLtd
I will be restoring the demo for the game probably sometime next week. It's a new version of it with a lot of new features but I have to admit I haven't had enough people testing it (since voluntary work.) so potentially some new bugs might appear.
Rest assured I'll fix them if that does happen.
I kinda want my sentinels to still be able to wreck the place. Including busting open locked doors. But, obviously that means people can just bypass the normal way of progressing. But, at the same time you now have a hulking unstoppable suit of armor on your butt.
Decisions decisions.
#indiedev
Potential boss footage for the multiplayer part of my game because bit too action and aggressive for the slower paced single player.
Either way this is good practice for my next game which is an action game in its entirety.
#gamedev #UnrealEngine #anime
Here's footage of how the gremlin's cloaking and morphing looks from the maid players point of view.
In addition to horde mode, I'll also be adding a PvP prop hunt like mode where one team plays house gremlins who can cloak and morph while the other team plays as the maids hunting them down/cleaning up after them.
(Level in video is only for testing. Won't be in release.)
Recently added multiplayer to the game. Currently it's 4 player horde mode since that's the easiest one for me to make since I only started learning online functions 2 weeks ago. I intend to add at least 2 extra more casual kinds of multiplayer modes later in the early access's lifespan.
#Gamedev
With a lot of trouble. Got a fan blowing behind me but the heat still feels overwhelming.
Fish cam.