Welcome everyone and thank you for 400 followers, we are slowly but surely getting bigger and bigger.
As I teased in the last few days, I am finally starting work on a new game that will not be a fangame, I know, something original of mine, impossible!!
Anyway, let me introduce you to Saint Hills (WIP title). The title might suggest that it's a psychological horror game with a religious setting and themes. The game has been in a conceptual state since at least this summer, but on December 28th, pre-production officially began. Since then, the grind never stopped, and even though school has thrown a bit of a wrench in my plans, I've still had time to continue developing the game, and once I started on this project, I made a rule... which is also the first Game Dev Tip.Game Dev Tip #1: graphics are secondary, you can't start working on the game at the graphics for one simple reason: graphics don't work without programming, but programming does, if you don't have the core gameplay (not all of it) you can't work on the graphics.
(I don't think I can do more than 10 of them XD)
Anyway, less chatting and more showing, because the time of writing is January 15, so a lot can still change, but I don't think it will change too much, so I'll start with movement (oh, also, I want to say that there are gifs, but they don't have the best graphics, so I apologize in advance).
Movement:
Sprinting and Head bob
So, let's start with the first thing I did, sprinting and head bobbling!
So I know development started the day after pre-production started, but I'm not 100% sure if I made the sprinting or the Head Bob before, but I think it was the sprinting. Anyway, for the sprint I went for a stamina based one (they're just better in horror games). I don't think I'll add an item that restores your stamina, but if I do I'll consistently reduce stamina regeneration, maybe I'll do a poll on that in the future. If we're talking about head bobbing instead, I only have one thing to say...
Game Dev Tip #2: Tutorials aren't bad, I've seen a lot of videos lately talking about tutorials and how bad they are, and even though some of them are true,
Acerola's video is a prime example
, they're not all like that, and I also think they're better in most videos, let me explain, the criticism is that most tutorials for game dev don't address the most important thing in development, which is optimization. And I think that's right, because the tutorial is a starting point that you need to work on to make your code more modular and more optimized, so follow the tutorials, but work on it and don't take them as pure gold.
(Oh, also, yeah, the head bob was completely taken by Eremental Studios, his shit is fantastic, go and give him a big hug)
Crouching
Yeah, crouching needs more respect, how do you think you can sneak near an enemy and don't die, yeah, respect for crouching!!
Anyway, nothing special, I think it just feels good, I asked to @ItzFlare and @NojusPC to playtest a bit and said that it felt pretty good, so I think that I could show it.
Leaning
Yeah, the game has leaning, I think is a good addiction, but maybe I'll take it away, is not that necessary, and not have E available is making everything a lot harder.
Oh, also, there's like a bug, that if you press for to long it needs more to get back, or something like that, but the play testers didn't cared to much.
Now we can finally get the movement out of the way and move on...
Mechanics:
(Oh, this part is still very unfinished, I have listed 2 things for now, but we will come back to it in another devlog, promise)
Flashlight
as a first person horror video game, of course it needs a flashlight, and so I built it. It feels very realistic, but the model is still a placeholder, so it just looks bad.(https://sketchfab.com/3d-models/flashlight-98f0519806ff4c4bbfcb9c1c7a922896)
For those who don't know how realistic flashlights work in video games, it's pretty simple, you practically take a picture of a flashlight (don't ask me how) and then slap it on the Spotlight, easy, but, the flashlight can finally make me write the...Game Dev Tip #3: Placeholders are the basis of the game, whether they are models, cubes, or even... CONES. 🤮🤮Either way, you can't work without placeholders, just make sure you don't work on them too much or you'll stop following tip #1
Axe
The last mechanic that I can say is essentially done is... THE AXT! Yes, I know that's a bit cliché, but we're still talking about horror here, and the genre is based on clichés, so I can get away with it.
Yeah, I know that is not the most awesome animation ever, is actually not even an animation actually, hm, well, this still proves the Tip #3, anyway, the axe is technically fully made, it also has a collider at the end (which is the stuff that makes the damage works, but since the enemy doesn't exist, it doesn't work.
Well, for today I think is good, I don't plan to do devlogs on a weekly or even monthly basis, but I'll try my best to make this devlogs come out as soon as there's stuff for them, which I think are going to be enemies, so don't expect the devlog anytime soon, well, that's all, see you an other time.
Follow me also on Twitter for more announcements, or simply to make me happy
Twitter: https://twitter.com/TheGuyWhoMakeGa
1 comment