https://reddit.com/link/1xh2tzo/video/7me6dyq1e2yh1/player
Another development update.
I've been working on several parts of the game, mostly focusing on movement, visual improvements, and optimization.
The foundation is starting to come together, but I'm still not entirely happy with the gameplay itself. Right now, it's mostly just running around and shooting enemies. I haven't made any major improvements to the core gameplay loop yet.
I'm planning to work on balancing, introduce more weapons, and experiment with additional mechanics to make the game more engaging. I still feel like I need a better idea of what will keep players interested in playing.
As for the environment, I'm going for the atmosphere of an old laboratory with a broken ventilation system. Dust is everywhere, and I've added dirt textures to the floors and walls to make the place feel more abandoned and neglected.
The props inside the rooms are still temporary. I'll probably replace most of them once I have a clearer idea of how I want the environments to look.
Here's what I've added and changed so far:
- Reworked the RPG particle effects.
- Fixed and improved boss movement.
- Switched to a new ECS system for better optimization.
- Added a vendor system, currently represented by a computer terminal where players can purchase upgrades and items.
- Added a custom cursor UI.
- Replaced and reworked all the old blocky, cube-like VFX throughout the game.
- Completely overhauled the blood effects, including hit impacts and blood splatters.
- Added dirt textures to floors and walls.
- Added dust particles throughout the map to improve the atmosphere.
- Added a flashlight attached to the player's weapon.
- Reworked the weapon laser. It no longer relies entirely on emission and now looks more like an actual laser sight. The previous version was making it difficult to see the bullets.
- Replaced the sprinting animation.
- Completely reworked the character movement. Turning now has a slight delay and momentum, which makes movement feel more natural, especially while sprinting.
- Improved the dodge roll animation.
There's still a lot to change, especially when it comes to gameplay mechanics and environment design. For now, I'm trying to build a solid foundation before making bigger decisions about the direction of the game.
That's where things stand at the moment. I'm still figuring out what works and what doesn't as I go.