It's all coming together now!
This week has been absolutely incredible for getting my horror game into a truly playable state! I'm thrilled to share some massive breakthroughs that have transformed the experience from a collection of cool features into an actual, complete game level.
The Mall Takes Shape - 75% Complete!
The level itself has come such a long way since my last update! I'd say we're at about 75% completion now, which feels amazing. The overall layout is in place, and walking through it really gives you that eerie, liminal mall feeling I've been working toward.
What's left is the fun detail work, like those little touches that bring a space to life and tell a story. Strategic prop placement, environmental storytelling through decals and wear patterns, and all those small elements that make you feel like this place had a life before it became... whatever it is now. There's still some general cleanup to do as well, but the foundation is rock solid!
Inventory System Finally Bulletproof!
Remember how I mentioned the inventory system was giving me headaches with items disappearing and replication issues? Well, I'm happy to report it's now working at about 99% functionality! Players can pick up multiple items without any weird glitches, move them around their inventory slots smoothly, and drop them exactly where they expect to. The last thing to fix is just the flashlight when you swap slots in your inventory, as it doesn't appear back in your hands the way it should.
Getting this system fixed up was crucial because item management is such a core part of the horror experience I'm creating. Nothing breaks immersion quite like your flashlight vanishing when you need it most! The remaining 1% is just some minor polish that won't affect gameplay.
Enemy Replication Victory!
This was a big technical hurdle that I'm so relieved to have cleared! All enemies now work consistently across both server and client connections. Whether you're hosting the game or joining someone else's session, the Wisp, the Mannequins, and the Shade all behave exactly the same way for everyone.
This might sound like a boring technical detail, but it was absolutely essential for multiplayer horror to work properly. Nothing ruins a good scare quite like an enemy that only half the players can see! The only enemy that is purposely not replicated in some ways is the Whisp, as I wanted to have that be a confusing and somewhat unique experience per player, as if the monster really is extra-dimensional.
Complete Game Loop Achievement!
Here's the big one: you can now actually finish the level (again)! The fusebox puzzle that serves as the escape mechanism is fully functional from start to finish. Players have to work together to locate all the necessary fuses and successfully escape the mall level.
Getting this working properly required fixing a bunch of interconnected systems, but the feeling of actually completing a full playthrough is incredible. It transforms the experience from "cool tech demo" to "actual game demo," and that's such a satisfying milestone to hit!
Polish That Makes All the Difference
I've also spent considerable time over the last few weeks adding those subtle touches that really elevate the atmosphere. Enhanced audio cues that make the mall feel more alive, improved lighting that creates better shadows and mood, and visual refinements throughout that contribute to that uncanny, dream-like quality I'm going for.
These might seem like small changes, but they're what transform a technically functional game into an immersive experience that gets under your skin!
Looking Ahead
The fact that we now have a complete, playable level feels like such a huge milestone! Moving forward, I'm excited to focus on:
- Environmental storytelling enhancement: Adding props, decals, and details that hint at the mall's mysterious past
- Story integration: Weaving narrative elements throughout the level through visual cues
- General cleanup and optimization: Making sure everything runs smoothly for the best possible experience
How do you think the progress looks so far?
Next Goals:
- Continue detailed environment work and prop placement for visual storytelling
- Add further audio like footsteps.
- Final level polish and cleanup
- Bug Fixes for smaller bugs like the flashlight inventory swap.
- An online playtest through the Steam multiplayer system.