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Ergastulum - Asian & Western Inspired Adventure Game

A topic by K Monkey created Nov 19, 2017 Views: 3,078 Replies: 38
Viewing posts 8 to 27 of 39 · Next page · Previous page · First page · Last page

The game finally has a proper Title Screen!

Working fully with controller support since this was for Xbox One compatibility.

Recently added a new enemy that is dark magic based and has projectiles


added impact particles to the projectiles and made the AI work indoors too


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.

The game needed a wandering spirit :)


Hidden passages are finally in the latest BETA! makes using that map even more important than before :)

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.

Voronoi Algorithm

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.

Blender

First Test

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.

New Wall

This was quickly followed by creating the breakable piece.

Wall Piece

Screen Shot 2018 02 10 at 10 00 2

Once I was happy with the above, it was time to get it into Unity.

Unity

For Unity, each shard needed a rigidbody that is disabled at launch.

Wall in Unity with Rigidbodies

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.

and now hot off the press, I added interactive chains to the game for meaningless fun :D

Swiftly moving onto Act II!

It's good to finally get away from all the browns of Act I. This Act use lots of metal and flesh as it slowly goes towards the later stages.


Tiny update in the Act 2 area as I later found out that the Butcher was too tall! Had to make the level even larger to fit him in :D


(1 edit)

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 :)

https://twitter.com/kmonkeyblog/status/970235605341949954

Here is a first look at it running on Xbox One :D

Putting it all together now and stress test on Xbox :)

Completed the full optimisation of the House scene :) I am very happy with the Xbox One performance now.

Starting a test for daytime lighting which will have real time day/night cycle with the system clock

(1 edit)

sped up day/night cycle


Wanted more non biped creatures in the game, so I created this Thing :) This one likes to keep an eye on you to alert others on your whereabouts. Also can remove any buffs u may have plus a temporary nerf

Did some work on atmosphere and how/where creatures can spawn
Viewing posts 8 to 27 of 39 · Next page · Previous page · First page · Last page