Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Devlog for Subject 767

A topic by voxelmaker created 37 days ago Views: 316 Replies: 23
Viewing posts 1 to 25
(1 edit)

Hey guys, voxelmaker here! This is my first devlog on Itch, so please forgive me if I mess up formatting. Just began my game Subject 767, a retro-style movement FPS. I've been sorting out the camera and characters as well as weapon models and icons. Below is an image of the player. As I don't want to spoil the lore, I won't reveal why the character has blue spots.



(3 edits)

Been making some effects such as fire, images attached below. As the game is set in a future wasteland, there will be a lot of sparks, flames and special effects in general, so the next devlog will most likely be  effects before I move on to coding the gun engine.

Fire

(2 edits)

Sparks are here! I used a fountain preset and changed the positioning, size and colour before welding/attaching it to an object model.


Sparks

Been working on a combat engine and I’ve got the basics down. No screenshots available as it is still WIP.

Combat engine is glitchy, but I got a image of it- although i might need to edit it .

(the game, not the image!)


I think I found a bug.



Bug has been fixed: I incorrectly attached the gun to the camera, not the player.

(+1)

The game is looking great! What engine are you using?

I’m using a game engine called ‘RPG in a Box’. Although you have to pay to download it, you don’t have to pay them a percentage of your earnings. You can get it on Steam, Itch.io and Epic.

(1 edit)

Decided to use a transparent PNG image over the screen as the model of the revolver wasn't following the camera well enough.

Due to bugs, I've had to scrap the transparent PNG.

Fixed a bug where the camera wouldn't follow the gun. I've taken a picture of the gun looking down with the camera and the image is attached below. 

I also added a new enemy named a 'Bio-Lump'.


Began to finalize recoil and I've added a crosshair.

(1 edit)

Been working on Level 1A.



Decided to revamp Level 1A as it wasn't looking the best.

I finalised Level 1A!


I also finished Level 1B, which is meant to be a training area/ test area. I added some targets and put a glass model to good use.


Been working on Level 1C. Although it's not finished, it's going pretty well.


Been working on Level 1C, a level where you can fight enemies that fight back.


Another pic of Level 1C.

Another image of Level 1C.


Finally, I began to build Level 2A, a vent system with lots of twists and turns. I put lots of (jammed) vents and the player has to find the correct one.


As my projectiles were phasing through walls, I had to set up custom collisions.