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A long time ago, an Aerolabs anti-air pollution research facility catastrophically exploded, releasing an airborne virus that turns people into husks. After the initial fallout, the husks couldn't stand the air outside anymore, so they retreated into caves around the world, where the air comes from old Aerolabs air dispense systems.

It is your calling to finally give these husks the rest they needed, many years ago.

Overworld:

Along your travel you'll get to help out the people in need by running their errands that they can not. You'll visit many different places where the people are more than happy to let you lend your hand for them. You will meet some not-so-friendly faces on your journey, to make it out without any major scratches, you'll need to quite literally, fight them off. This has it's advantages however! The roaming enemies provide you with experience and other loot after slain.

Caves:

The husk filled caves are dangerous places to explore. The husks come at you in rounds, almost excited to fight you. It seems very hobby-like for them. After managing to win some rounds against the husks, you gather their loot and money to spend in the shop. Remember to invest in some blocks, they might just be the key to saving you in a sticky situation!

Shop:
The shop offers you multiple different deals, ranging from player upgrades to placeable blocks and ammunition. Every shopkeeper has their own two item catalog. To find more items, explore the world and find new shopkeepers with the deals you want.

As of now the project is taking it's very first steps as a game. I've got some basic mechanics going on and figured out but there's still so much to learn and implement! I'm very excited with the idea of the game and look forward to bringing it to life! I'll update this GameJolt page every now and then (whenever I feel like it) and explain all of the new and changed aspects of the game. The concept of the game might change along the way, the story of the game might change along the way, the art style of the game might change along the way.

Credits:
Sara Spalding / Current artwork / https://www.youtube.com/@SaraSpalding



all-ages

I've managed to get saving and loading the game working now! It was quite simple after all, if I'm being honest! I also made a map that displays the player, vendors, NPC's and caves! I'd also like to add waypoints at some point.

Ah, I should add. I've switched to Devlog only for now. I was thinking about the project and wanted to publish the game in Early Access at a time when there's *actually* something to do.

Might I add, I've been spamming ctrl+s while writing this. Habits..

So, I've been working on this dialogue system and due to a limitation of both skill and the style of the dialogue the shops will be... vendors from now on. Meaning that every vendor only has their two item catalogue. This might encourage to explore more.

0.0.2 Release notes:
-Fixed being able to break outside the collisions.
-Added experience.
-F3 -> F9.
-Added a visual blink for trying to build somewhere you can't.
-Smoothened aiming the gun.
-Added more information into the Info Panel.

0.0.1 Release notes:
The very first version; not much going on, haha.

Space: Skip text

WASD: Move

Shift: Roll

LAlt: Build

Q: Shoot

F3: Info

Mouse1: Break / Shoot
Mouse2: Place

Esc: Pause

LAlt + Enter: Fullscreen