An enemy soldier throws firebombs from a distance. The way to the enemy is blocked by boxes, which makes the enemy harder to reach.
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.
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.
I'm testing various environments for Chapter 2, right now this is the one I like the most because of the composition and it conforms to the game's story. I am also experimenting with implementing a Perfect Block (like in Stellar Blade) and some tweaks for the enemies.
I have yet to bring the various lighting and VFX tweaks I made to this new map. What do you think so far? Do you like the environment?
Lately, I've been focusing on finishing the third scenario. At the same time, I'm refining the first level of the castle by increasing design density: adding more variety in encounters, improving progression, and fine-tuning the level design. I’ve also updated the enemy death animation (now they get launched) and started implementing breakable crates containing items. It still needs some polish, but they will eventually hold energy and currency for players to spend.
Citizen Pain is officially on Steam!
My dream of releasing my own action game is finally coming true.
I’ve been working hard on the trailer over the past month, I hope you like it!
Wishlist it now on Steam:
:https://store.steampowered.com/app/3752240/Citizen_Pain/
This week I updated the Axeman enemy by giving him a new character mesh, so he’s visually distinct from the Swordsman. I also changed his lunge attack to strike from above, adding a bit more verticality to the action.
On the technical side, I optimized performance by converting the level to World Partition, and I fixed several bugs, including one where enemies would shift slightly in front of the player with each hit.
Crates can be smashed with a dash, it’s super satisfying to watch wooden pieces fly everywhere.
There are "super weapons" like the axe: they deal more damage than your main weapon, but break after about ten hits, so use them wisely.
A strong tactic is to parry, which grants you a short window of invincibility. Perfect moment to land a heavy attack and hit multiple enemies at once.
This stage is a bit dark visually, hope it still comes through okay despite video compression.
Lately I’ve been doing a lot of gameplay bug fixing, things like adding the ability to skip cutscenes, fixing broken UI, and dealing with enemies getting stuck, so I don’t have much new content to show.
Here’s one of my playtests from Stage 4. I still need to tweak the enemy lighting in this stage, but they’re already fairly visible.