For the demo it will just be the fighting machines with heat rays, saving the scarier stuff for the full version of the game.
Team Green
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https://sharing.clickup.com/90131279143/b/h/6-901315747260-2/8475266064823c0 I moved over to clickup and figured out how to make the board public view, sorry for not communicating that better!
I brought the hunger system back for this one. I might have found the sweet spot where it doesn't feel like a chore managing hunger, but also requires you to pay attention to it.
Im not to sure how in-depth I want to take the survival mechanics. Adding stuff like thirst, bleeding, or exposure is something Ive thought about but it might hinder the overall experience.
Happy to report were sitting in a pretty nice spot! All of the important/difficult code is ready to go so now I am just hunting down trivial things that need coded and polishing. Pretty easy to pace myself with that workload so burning out shouldn't be an issue.
Also adding a train is not completely off the table, we might be able to find a route for it once Brun is finished with building the map. But its not exactly at the top of the list of priorities.
The character models are similar to the ones in the legacy version but textured. I tried having the NPCs use the character from the Multiplayer version but it tanks performance massively, so I had to compromise there. Most of the models with the exception of characters in the game now are the same ones seen in the multiplayer version. As the for the map, right now were just populating the map with small towns and places of interest. Over time I think it would be cool to add more unique areas and maybe something resembling a city.
https://teamgreendev.itch.io/red-devils
Whats awesome about this Jam is I got to combine it with my nostalgia for the game Shark: Hunting the great white, but instead of sharks you fight off Humboldt Squids, If you manage to dive deep enough without dying a giant squid spawns as a boss fight!




