Friday, March 7, 2025

Game Gen - Week 54

 Major Updates! 

Unfortunately, my work has been pretty hectic, and I've missed the last few blogs, however, I haven't missed working on my game! This liminal, 90s-inspired horror game is still moving along, and I'm excited to share some of the progress! 

Here's a short video to show some of the progress I've made: 

Since my last blog, here are the updates I've made:

  • Nearly finished the inventory system. 
    • The players can now pick up and drop items, move them around their inventory, and move them to their main hand. The last thing I need to implement here is being able to use the number keys to "switch pockets".
  • Improved manniquine enemy. 
    • I improved and adjusted the functionality of this enemy and added some more sounds and things to improve the "spook factor". I've gotten scared many times while testing from these guys. 
  • New Enemy - The Shade: 
    • I've also added a new enemy, on which I'm still adding the finishing touches on. This creepy alien-like creature crawls on all fours and is afraid of light. The only way to protect yourself is to make sure you have a flashlight! There are still some tweaks I need to do to this enemy, but I'm excited about the progress on him! 
  • Level 1 Complete Block Out
    • I've blocked out the entire first level of the game. Now, it feels a lot more like an abandoned mall. 
  • Multiplayer Sessions System
    • You can now create a multiplayer session and/or join other existing sessions.
  • Character Meshes
    • While I still need to implement the ability for the player to choose which character to be, I have both character models in place and fully functional in-game. 

Replication has definitely been the most challenging part of this project, but it's been really fun to learn the networking and authority system in Unreal Engine. I'm looking forward to playing this online with my niece and nephew. 

It's been fun to create liminal-feeling spaces and atmosphere so far. I've tried to focus on space lighting and shadowy areas, lots of mall-like architecture like large pillars, marketing display areas, 'back-of-house' spaces for the player to go, and interesting sounds as well. 

While the sound effects I've created or added weren't picked up in my video, I still have some work to do with the SFX anyways, so I'll be excited to show you that in a later blog. For now, I do have three songs I've worked on that will play in the game, as if coming from the mall's built-in sound system. 



Future Goals: 

  • Continue to improve the functionality of AI. 
  • Work on more animations for the AI to add to the creep factor. 
  • Work on 3D Models for environment items. 
  • Continue to fix and improve overall gameplay. 
  • Start level 2! Including more, different enemy AI and puzzles. 

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