Glad you had fun with it! In another month the game I am currently working on should be launched and I can get back to this one and turn it into a real game with levels and progression.
Recent community posts
Thank you for updating the free demo!
I will definitely be buying the early access version as soon as it is available. I must admit I really want the latest version all the time but will make do with this till its ready for sale. Keep up the good work!
PS - if you release on the Unity asset store just the bits for weapon blocking and bending (just the basic weapon physics) I bet that will sell well and others can make their sword fighting games more realistic as well.
Fun little game, looking forward to see what it becomes!
I would say it is not too hard - i beat it on my first try pistol only. Missed how to use the SMG. I tried using the SMG my second time through and it took me ages to figure out how to reload it (mostly aligning the clip on top was what I was missing).
Quick minor update today, reduced peasant movement speed a bit to make it more reasonable and stopped them from immediately wandering to another location in the village the instant they put out a fire.
There are now two villages, one over the hill in front of the starting spot, and one to the left of starting spot. There is also a hoard of gold coins right near the starting location - find the chests in the villages and drop them onto the hoard to increase its size.
New button - left grip while holding an edible object will eat it increasing healing the player.
Archer's have been added. Their arrows are not as dangerous as the catapults but can still bring a dragon down.
Peasants have been added, they will wander through the villages and put out any fires that the player starts.
Peasant path finding and firefighting has been implemented! At least a basic version that will be fleshed out. Archer enemies have been added as well. A large new release will be available in hopefully the next 2 weeks.
Would you also want a version of COD you could play on an iPhone? No, because the concept would not work on that medium and would lose all of its effect. A lot of VR games would be considered pretty basic and not very good on a 2D monitor, but playing them in VR is more fun than any monitor game.
Yeah you can slap basic keyboard and mouse controls into a VR game, but not all of them. Many are designed to specifically take advantage of the room scale and motion controls, and switching them to button presses and a mouse movement loses SO much. I am working on a game where you control a dragon and fly using your arms like wings - the entire point of the mechanic, to feel like your own arms are wings would be lost if it was done using a controller - at that point its the same as any other flight sim and has no originality.
Also for horror games like this, the immersion of VR is required. VR makes people when they get mobbed by enemies cry out and cower - this does not happen on a 2D monitor. In VR it is very difficult to walk off a cliff edge - easy on a monitor game. Hell a well known game Richies Plank is literally just walking along a wood plank sticking out a large building really high up - its scary in VR but literally shovelware on a monitor. Playing Dont Blink on a monitor instead of in VR would literally reduce the effect and feeling of the game by 90%, it's not worth it. People would say it sucks and leave bad reviews because they wouldn't realize they are only getting 10% of the effect - why would a developer put out such a neutered version?
any suggestions on new features to add? I am working on damage models for most things and proper debris, red flashes when hit, enemy archers and peasants who can use a water source to fill buckets to put out fires.
Not sure on what else to add before mission design.
New update uploaded!
New features added:
Enemy catapults that can kill the player in 2 hits.
Burnable objects now require various amounts of fire to be applied before they catch, this meter will lower over time if the object takes some fire but not enough to catch.
Certain objects (mostly trees, buildings, catapults) that cannot be picked up are instead now damaged by claws.
Destroyed/killed objects vanish, this will be replaced in the future with instead changing textures or similar.
When killed the player respawns.
Fixed a bug with pausing.
Main change was addition of an Interactable class for essentially all non-player objects allowing faster and easier addition of new features. This also has support for addition of damaged and burnt textures for objects for future implementation.
Unfortunately multiplayer is unlikely on the roadmap, but its not completely off the list.
Multiplayer is REALLY hard to implement - There is a lot of fiddly bits to get working just to have client connections (vs the host where it just works like singleplayer) to be able to affect anything. My tests so far with just picking up rocks don't work with multiplayer. I am going to focus on adding more game play elements ( just got enemy catapults mostly working) but if I stumble across the multiplayer solution it may make its way in.
Constructive criticism here because I want this to end up being a great and successful game
First off, the chopping off of limbs and slicing the heads in half or just shaving the top off depending on the sword swing is awesome! I also liked swinging the morningstar around and getting momentum and hearing the whooshing sounds increase as I got it going.
What needs fixing - while physics based movement is awesome (I have no idea how you got that working) it seems to trip up the enemies more than it lets them walk. I saw a bunch of times they could barely walk because they were literally tripping over their own legs.
Picking up the sword needs to be fixed, it has a weird angle when you grab it. may be best to have the angle it is in your hand correspond to its and your hands orientation when you pick it up.
What did you use to make this game? Unity?