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truenickname · 22 days
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DevLog #1
Been working a project for some time now ive got most of the base interactions in now, the next steps are to develop the gameplay loop and economy.
This project is an immersive horror experience, The player will choose a location and gear and explore unique environments with the goal of capturing paranormal evidence,  the player can use meta-knowledge and in-game narrative to help them understand each location and the mechanics of the spirit there however they may also just explore freely and still experience some activity.
If the player chooses to delve into the narrative of the location and search through the info, they will better understand what is at the location and what they should take with them to ensure their safety and to help provoke a spirit to get a better reaction.
Below are some GIF’s showing off some of the more visual work.
EMF Reader- Spawns a changeable amount of interaction boxes across a play space, each box has a different EMF Value indicated by the lights 
Face Peek- this is a very early showcase of this mechanic, essentially around doorways and windows i can add an image or asset that will “peek” out until the player approaches it, this still needs some work to make it more natural and scary
UV Light- this is an adaptation of an asset pack i purchased, you’ll sometimes be able to see evidence of a spirit using this, more work is needed to this to make it blend better with the environment 
Physics Items- Some Items around the area will be thrown or pushed by the Ghost AI.
Ghost Interaction- The Spirit on each map will be an AI, this AI has changeable probability meaning i can set how active a spirit is and how close it will get to the player,  adding this means everytime you play an area you will have a different experience as the AI chooses to interact with stuff, you might only experience a door opening or you could have a lot of activity, this will also be driven by the players engagement with the narrative, certain task can be done at each location related to the spirit which will either agitate or relax it 
There are a few more features that are not presentable yet these include-
Monetary reward for capturing evidence-The player will have a camera, if the camera is turned on and an event happens within its visibility range the player will be rewarded with in-game money, this has been tested to ensure that if the camera can't see an event (its behind a wall ect.) there is no reward 
Headquarter- The player with a HQ, this where all their gear will be stored, information they have collected is displayed and they will be able to use a computer to buy gear, research locations and choose a location to go to, before a player can leave the HQ they must pack their gear, you will have limited space which will have upgrades, some gear has to be taken such as the camera and the player cannot leave until they grab this gear, a player must have at least the camera and 2 pieces of gear to set out.
There is still alot more to do with this project but im very happy with how its coming along my current goal is to create a playable prototype to gain feedback and improve from there.
The next steps are-
-Create an inventory UI with selectable gear
-Add research to the computer that the player can use to better understand the location and the spirit 
-First Art and lighting Pass on the location to create atmosphere
-Implement Audio to assets and locations
-Create a Sprit Box item 
-Create a placeable HUB, this will act as a setup at each location where the player can access equipment and camera, the player will choose where this goes.
Thank you for Reading :)
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