Hello, hello.
Iāve been diving pretty deeply into the project lately, so Iāll leave the devlog separated into sections so you can ignore whatever doesnāt interest you
Additions and fixed issues
Character health system added
I added the weapon core loops, along with the beginning of the ammunition system

Added a new group action to the Hunting Director: Attack and Retreat
Fixed an issue where the spiders would remain static when entering attack behavior. Basically, I created a distance tolerance, but I never connected the result back to the actor... so yeah, sometimes Iām that smart
I also added a limited use emergency system. If the playerās health drops below a certain point, a series of flares deploy to intimidate nearby enemies
Thoughts
I really like the Sturmgewehr 44 (WW2 assault rifle). Enemies react to damage depending on their behavior, so if you have enough ammo, you can keep them at bay, which was one of my main goals
The downside is that, even if it is not extremely powerful, it is still a damn assault rifle, and in a horror game that needs to be handled carefully
Still, I think it has to stay. What kind of command or military support sends you into a situation like this without a proper weapon? It would feel absurd if they left you with only your standard sidearm
I also keep integrating more interface and gameplay information directly into the game world itself in order to preserve immersion. It is more complicated to develop this way, but it is the direction I want to keep following
Technical side
Nothing particularly crazy here. When I first started programming, the first things I worked on were shooters because that was where most of the good information and tutorials existed, so it is something I have revisited many times over the years
The health bar itself is a dither texture where I manipulate coordinates, movement, and procedural band generation to create that visual effect
Final thoughts
I do not think I should keep expanding systems too much for now. I believe I should focus on progressing into the next stage by defining player objectives first, and then building only what is truly necessary around them
As always, thank you very much for your attention
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https://coyrestaurado.itch.io/rattenkorps-example