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Vee Rethak - Deep Under The Mountain

VR Rogue-like for OpenVR (req. tracked controllers) · By Sammy Fischer

Devlog (Week 2017/04)

A topic by Sammy Fischer created Jan 28, 2017 Views: 235
Viewing posts 1 to 1
Developer (2 edits)

Nearly there!
Writing the calibration tool for the magic system was much more complicated and involved than I expected, but it seems to be working now. I still have to pass the calibration data to the subsequent scenes, but that should be easy. Sadly, for the time being, the calibration happens using some (awesome) voice overs and, here is the sad part, coder art panels. Literally stick figures. For now this will be enough though, as it works okay to convey the actions expected of the user.
I haven't talked much about how magic will work in the game, mostly because I wasn't sure it WOULD work at all, especially after finding out that I really need to calibrate the system to each player. Magic, in DUTM is highly physical. If you want to play a wizard you better get prepared to "work" to make your more powerfull spells happen.
So far I only implemented a fireball, which in itself is composed of a preparation spell and a trigger "movement". To "create" a fireball you need to do a 70s disco "roll you arms around in front of you" kind of move. If you do it correctly a stationary fire ball will appear in front of you. The longer and faster you roll your arms the bigger the ball becomes and the more powerfull the ensuing missile will be. You have to be carefull though as each size increase consumes mana. Once you are happy with the size of the fireball or run out of time or mana you need to move both arms to the sides of your body and propel them horizontally. The ball transforms into a missile and flies off in the direction you are facing. It will explode on collision or after a couple of seconds and do massive damage to any NPC unlucky enough to be nearby (the splash damage is relative to the distance to the explosion by the way).
Did I mention this is physically quite taxing and requires some coordination to pull off correctly? But on the other hand you can kill multiple foes in one strike that way, so it's generally worth the effort.


In other news : the save system is also working fine, although there is currently no way to trigger it or to reload the last (and only) save.As I said somewhere else, this is a hardcore saving system, designed to be able to pause the game indefinitely, but not designed to let you respawn 2 minutes prior to your previous death. I am still pondering how the player should access it.

With a bit of luck and enough free time on my part, the next iteration should be out by the end of next week (if not before that). I look forward to people complaining about sore muscles from trying out the fireball :D

cheers,
Sammy