Hello, hello!
Here's a new development update. This one is much more focused on design, so I've split everything into sections and everyone can skip to whatever interests them most.
Additions and Fixes
- Added a visual landmark to improve player navigation.
- Redesigned the first area of the map using level design techniques.
- Redesigned the moral choice HUD.
- Applied materials to the landscape.
- Reconfigured the AIM/ADS system.
- Created and implemented the beacon models.

- Created the second moral event.
- Applied general fixes and improvements.
GUNPLAY:
Reflections
Like every developer, I have a mental collection of mechanics and solutions borrowed from games I've played over the years. Most of us who have spent a long time gaming, even without any development experience, instinctively understand where objects should be placed, where menu buttons should go, or how a feature should generally work.
We've also spent years watching game design videos, dreaming about the day we'd create our own games.
Even so, I've had to study level design more seriously. The main reason is that the setting is a forest, and honestly, even I sometimes get lost in it. Although there is a locator integrated into the character's diegetic wrist HUD, it isn't always visible, so players can still become disoriented.
To address this, I've implemented what could be described as "breadcrumbs" in the form of cloth strips hanging from trees. Besides serving as visual guidance, they also have an in-universe explanation: the previous inhabitants used them to mark shelters during their retreat.
I've also worked on spatial guidance. Players naturally tend to move toward areas with less visual noise, so I've taken advantage of that behavior to subtly guide them through the environment.
Finally, I've added a visual landmark. Many games that revolve around reaching a specific destination use this technique to orient the player and create a sense of progression as they move closer to their objective. A classic example would be the Citadel in Half-Life 2.
Technical Section
Brrrrp... Brrrrrrrp... 404 Not Found.
(Not much to report here this time.)
Looking Ahead
- Fine-tune the AIM/ADS system.
- Redesign the second area of the map.
- Redesign the weapon selection system.
Thank you so much for reading all the way to the end
🐱👓🧡
https://coyrestaurado.itch.io/rattenkorps-example















































