Visiting the game at specific times can result in a change of your surroundings. make sure to explore at different times of the day ;)
Recent community posts
Had a short break but back with some new things!
I created a Moth shader to help me save a few GPU cycles to do all the animation and added it to a particle system... stress tested it to show thousands.
This is how it looks in a real scene in-game
Been a while since my last update here but some big news. I've received my Xbox One X and S dev kits and have been working away optimising the game to run on those machines. It was a tough start but I've managed to make it work on the X thus far with a super stable frame rate and keeping the IQ intact as much as possible. Hopefully I can share more on this soon when more of the game is up and running :)
Its been a long time coming but I finally put in breakable walls (and possibly later on, floors) to the game.
I've had a tiny bit of experience in the past with a feature like this in my last game Dungeon Nightmares II and the results were satisfactory.
However, for this new game I wanted to get away from the neat brick work that made the walls stand out too easily for the player to find, without the need of using the map to reveal hidden chambers.
I stumbled across something in my search for better fracturing and its called Voronoi generation (http://alexbeutel.com/webgl/voronoi.html).
Since I use Blender, there were also plugins that made use of this algorithm so I decided to venture down this route to find a better smashable walls that also hides it well in the scenery.
The first test is shown above. Whilst this worked ok, I wanted to try and minimise the chunky look at the shards.
I decided to rework the wall and break it down to the size of the bricks rather than punching a hole through it.
This was quickly followed by creating the breakable piece.
Once I was happy with the above, it was time to get it into Unity.
For Unity, each shard needed a rigidbody that is disabled at launch.
Each piece can be poked and prodded in the game and depending on what threshold I choose, the rest of the wall will fall under its own weight.
I went back to finish up on these walking screamers and finally put them in the game.
These walking screamers are non-violent but do let out a chilling scream when they see you. The scream will alert others of your location.
https://streamable.com/y013nMerry Christmas to all!
I've recently put some work into the dungeon traps and started with one of the primer traps.
The glowing symbols around the trap can only be seen when your Crucifix is in use. These symbols indicate where the pressure pads are that will trigger the crusher.
WIP crusher test:
I've been extremely busy making the controls work with the Xbox controllers but that is now done!
I also recently finished the new Exit Portals. This now replaces the very old exit lifts/shafts in the game.
Just wanted to get involved in this community since announcing my next game recently. It is called Ergastulum and is a spiritual successor to my last game Dungeon Nightmares II. Here is the announcement trailer I made last week.
I will be working alone once again but this time around I will be working full time on this project trying to make it the best I can. As of today, I have been working on this since September 2016 so its just been over a year.
Why not just make sequel to Dungeon Nightmares? well, this new title would allow me to have a bit more freedom in the direction I wanted to take it thus giving it a new new.
What did I want to do that I couldn't before? I wanted to explore bringing more fantasy/magic ideas into the gameplay as well as implement mechanics that you would find in traditional adventure games, such as an Inventory system. Dungeon Nightmares was always just a high paced action game whereas this game will have light adventure/RPG elements that wouldn't fit in the Dungeon Nightmares world. That being said, I will definitely have elements I used in the DN games that fans loved but also bring new ideas to the table.
I mentioned bringing over asian folklore into this world and one such thing is the Jiangshi. I grew up watching Chinese horror movies and always felt they never had exposure in the western world. So I decided to try and blend/fuse it with western Vampire ideas to create something a bit different.
Most recently, I just started showing off the Dark Souls inspirations in my dev logs. The game uses lost souls as a form of currency and this can be used to feed the Well of Souls. Feeding the Well will open up portals to other worlds. Alternatively, you can also use the souls to bind them to your Crucifix making it gain extra abilities. So if you manage to find those souls, and take them back safely, you can either put it towards opening a portal faster OR upgrade your Crucifix. You can split the currency in any way you like too.
WIP video from the Editor: https://streamable.com/bo2rx
Anyway, I don't want to ramble on too much as theres so many games here for you guys to read up on as well :) but if you like what you see... just give me a shout on here as I will be actively updating it. Also, you can follow my Twitter @kmonkeyblog
Thanks for looking :D