Game
Forgotten
11 years ago

Big update! Pre-Alpha 1.1 is up!


I’ve been without Internet and made a decent amount of changes and progress on the game in my spare time. Be sure to play it and tell me what you think! I love all forms of criticism, especially positive ones! ——————- Pre-Alpha 1.1 ——————- ADDITIONS -Added curtains to the living room windows -Added an enemy to the bedroom scene (He can’t kill you yet) -Added sound effects to enemies -Added power outlets to the walls. (Cords in next update) -Added some more furniture throughout the house -Added the option to change anti-aliasing as well as V-Sync from the in-game options menu. -Added a very subtle (but noticable) vignetting effect to the screen. CHANGES -Improved hospital bed model -Fixed rotation of windows -Fixed looping SFX on baby -Centered the hovering text so that it is less distracting -Improved tutorial so that it talks about mementos -The oven, microwave, and fridge can all now be opened and closed -Altered the terrain so that you can no longer see the edge of it (In fact, it spans on for quite a while) -The “guiding light” effect has been altered to be more noticable by incorporating auditory feedback on top of the visual feedback -The resolution dialog has been removed and you now change all settings from the in-game menu -Adjusted the distance with which you can interact with things to be more realistic. (You previously were basically telepathic) -Changed the way the lighter behaves when you turn it on and off so that it doesn’t disappear -Lighting now affects dynamic objects such as your hand and the enemies that walk around -There was previously an issue where some vertices didn’t connect properly, causing thin white lines to appear. This has been fixed. -You can now toggle the lighter with the ‘L’ key as well as with the middle mouse button. (Previously, users without the middle mouse button would be unable to toggle the lighter) -When you have completed the first level, there is now a way back to the forest. (You can’t do anything but walk around beyond that point, though) -Text is now larger, and easier to read. It’s also accompanied by a black backdrop to make it more prominent. -Fixed some slight timing issues with the events. (You could previously get to certain places before things were supposed to happen) NEW FEATURES -Prototype of memento system is up and running. There is a placeholder cylinder representing the player’s wrist, which holds the bracelet (the first memento) and the pendant (collected after first level is completed). Both of which can be damaged and broken by enemies. Nothing fatal happens yet for testing purposes, and the graphics are placeholder. In the future (An upcoming update) enemies will be deadly because they will break your mementos, and when these are all broken you die. By then, enemies will have appropiate animations and sound effects. As of right now, they just seem to hug you. (even though the damage isactually computed and I could toggle it to kill you if I wanted to, this seems unfair as most players will have no idea they’re even being attacked at this point) -Grid based terrain. This has been concieved for a while, but I have finalyl actually implemented it. In “forgotten” you use the forest as a sort of “in-between” way to access the various levels. The problem with that is large terrains with lots of trees literally cripples Unity. So what I’ve done is I’ve separated the terrain into 36 tiles, of which only the one you are on and it’s adjacent neighbors are loaded at any given time. This reduces that huge performance overhead a lot. For anyone curious, there will be a point to just exploring. On top of the main levels (which you can find by following the light) there will be small landmarks here and there that provide you with rewards for exploring them. I’ll explain more about the actual rewards later, but for now all anyone needs to know is that they will actually determine the ending that you get. REMOVALS -The flare that accompanied the guiding light effect has been removed because it feels too rigid and wasn’t helping players find their way. -Grass detail right now doesn’t do anything.



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