Hello everyone.
Iāve decided to start organizing updates a bit better for the public side of the project. I guess Iām often too technical and not very āhumanā when explaining things.
General
Right now Iām working on creating the mechanics that I believe are necessary for the project itself, while also adding some early objectives and guidance so people trying the game can have an experience closer to what the final game is supposed to feel like.

I added a HUD integrated into the playerās arm. I think it fits this kind of game much better. Everything is still heavily work in progress, polishing will come later.
I also added a zone locator inside the HUD. Itās not something particularly complex, but I personally prefer it over a traditional minimap.

A basic dialogue system with high command has also been implemented.

On top of that, I added a delay to the Hunting Director spawn so enemies are not immediately on top of the player from the very beginning.
I also added a Sturmgewehr 44, a German assault rifle from World War II. The full shooting logic has not been implemented yet.


Bugs
Aside from the usual bugs that can appear, things are generally pretty stable.
The damn spiders and the double-layer AI are still a pain to deal with. When they enter attack state, they sometimes remain static. Right now I have AI work somewhat parked to the side; once I fully dive back into it Iāll fix it. The problem with working on AI is that you never know when youāre getting out of it.
Next Goals
- Polish the shooting system core loops.
- Add decals, recoil and shooting animations.
- Implement the full assault rifle logic.
- Add player damage and healing systems.
Iām also trying to find a way for the player to better escape or reposition during encounters. Right now the system feels pretty unfair.
I like that the spiders behave organically: some harass the player, others stalk, and sometimes they attack in groups. The issue is that when the Hunting Director and several spiders attack at the same time, the player currently has almost no room to react.
Technical Side
The arm-mounted HUD was made by modifying the curves from the default lighting overlay.
The HUD itself is actually two combined interfaces. The text layer uses custom depth so post-processing effects like dynamic resolution and pixelation do not affect readability.
Hartmannās sprite was created using an animated 3D model combined with a post-processing technique to pixelate it. This usually allows for smoother animations and a higher frame count.
A well-known example of a similar technique would be Dead Cells.
Thank you very much for reading this far. If you made it to the end, youāre a brave one
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https://coyrestaurado.itch.io/rattenkorps-example
