in honour of hitting 10,000 followers, i shaved my beard. thank you guys so much! i never *ever* thought i would get this amount of attention for my silly little game ...
new build on itch!
- added throwable weapons
- taking damage is more explicit
- increased mouse sens max
- tweaked mantling
- added new skip to end of hallway
- added skip button to end credits
- nerfed lean
- lowered npc reaction times
boy i sure do love slop! i sure do love dispassionate bullshit! i love churning out slop and goop and crap and shit! i love pissing all over the creative process! goodness me nothing brings me more joy than to systematically eliminate the very reason people do anything creative!
died 4 times to the rat in the pillow house bc i was using a magic sword while having 6 in longblades. realized im proficient in short blades. bought a silver ornamental dagger like a dumbass and fought the rat and the dagger degraded and broke immediately. i love this game.
i added a slowdown mechanic for eliminating specific targets, as well as a modular attachment system for weapons. you'll see the small way combat differs based on going loud or quiet in this comparison clip. once AI is expanded, the difference will be much more noticeable.
5,000 downloads in the first week, i have no words! gonna have one more patch rolling out sometime soon with bug fixes & xtra goodies. then i’ll be working on Demo 2. stay tuned! ❤️🐇
ok this is the last shotgun post for awhile i swear i can’t keep showing the same shotgun i will make another shotgun before i post a shotgun again i swear i promise
one of the things i wanna do is allow players to tackle some levels from a distance before moving in. here’s a very early example of what sniping might look like once you find an accurate scoped weapon and climb to a vantage point.
sorry for the lack of updates: i got really sick for a few days and now my masters term is ending so i have a fuckton of assignments due all in the same week. i'll be back to posting more regularly soon, but for now have this clip of me pestering enemies from afar.
was unable to sleep last night and looked at old vids of the game. it’s really insane how stagnant it’s development was until i found a workflow/style that made sense. still tho that legacy code has done some heavy lifting. wouldn’t be the same game w/o a year of tweaking values.
i got sick as a dog out of nowhere, so here's a progress shot of the motel's exterior from the little work i've got done. i'm gonna go make a tea and pass out.
spent the last couple of hours prototyping ranged enemies. need to refactor a bajillion things, but the close-range/long-range dynamic feels decent! also showcasing a wip song called 'bloodrave' -- still finding my footing with fl studio.
hey guys look i finally added the friggin' shotgun model. also more action music i whipped up; i'm realizing i'm a big fan of downtempo polyrhythm beats.
changed the way i'm handling equipment in this game. now the bullets come from the muzzle and the gun interacts with the world around the player. also added bullet trails.
re: what i was cooking last night. now some special unarmed targets will be in a bespoke pose when you find them. going to add more AI soon along with surrender states for innocent NPCs and enemy NPCs.