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KVLT - A Lovecraftian singleplayer FPS inspired by 2000s shooters - Devlog Thread!

A topic by Evil Guinea Pig created Jul 08, 2023 Views: 289 Replies: 2
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Hey! I'm Mugu, founder of Evil Guinea Pig and our current project in development is KVLT

A lil' more info about KVLT:


KVLTis a singleplayer FPS where WW2 meets Cthulhu Mythos. Experience a single player campaign filled with high-octane action and weird fiction paraphernalia, inspired by your favorite early 2000’s shooters, like: Doom 3Return To Castle WolfensteinWolfenstein (2009)Half-Life 2The DarknessNecroVisioN, and infused with the cosmic horrors from H.P Lovecraft's Cthulhu Mythos.

In KVLTyou are Lazar, a five hundred years old occultist and cold blooded fighter, following a trail of arcane knowledge lost to the annals of history, in an effort to find magical artifacts of untold power, destroying whoever dares to cross your path in the process.

This first adventure takes you to the year 1945, the nazis are losing the war. Unscrupulous and desperate, a last-ditch effort is made: relying on a secret task force specialized in paranormal warfare, known as Fenrir, they seek to recover the technology and knowledge from ancient civilizations, in an attempt to change the tides of war in favor of the Reich.

Fancy words right? well that's not what this thread is for! this is a devlog thread and I plan to keep it updated from now on, I usually post on Twitter so I might as well try to keep this one in sync with that, hopefully you find it interesting!

Also in case you're interested, this is the link to our Discord Server!

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Let's start with the work done this week from my end, a new Weapon Sway animation system, which is configurable per weapon!

The system essentially interpolates input from mouse/controller and tries to rotate the hands of the player. This doesn't affect the firing mechanics as those are not relevant to the weapon/hands position or rotation.

We have two variables that can be tweaked per weapon:

- Sway Max Degrees: A way of constraining the rotation, as each weapon looks and feels different.
- Interpolation Speed: A constant speed modifier for the animation from frame to frame.

Also, if you found this interesting, please consider like and RT our tweet so we can reach out more players!

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Hi there! I have some more news in KVLT's development to share this week!

First off, new video showcasing some of the changes:


- Physics: When we first released the (alpha) Demo for KVLT, we didn't use much physics for mechanics or just feedback. I think only ragdolls used it. Now we're slowly working on adding more physics reactions to what the player does in the world, like barrels being able to be pushed when running towards them, or just push them by firing your weapon or hitting them (although admittedly, the melee attack will have a major rework at some point). Now, also the gore system and bodies support physics reactions.

- Footsteps: We're slowly working on a major audio rework for KVLT. It's gonna take a long time, but we know how important audio is for the game. This week we added new footsteps for different surface materials like concrete, metal, water, mud, etc.

- New running animations: Although still a WIP, we have new running animations for all weapons, we just showcased the Shotgun one here, but we will be sharing more soon!

-  Demo Level Layout: We're currently doing some changes based both on player feedback and a new "narrative pass" that we're gonna do on the level, which should come at some point as an update.