The Wisp Awakens!
This week has been absolutely incredible for my horror game development! I'm thrilled to share some major breakthroughs that have brought my vision to life in ways I didn't think were possible just a few weeks ago.
Introducing "The Wisp" - A Multi-Dimensional Terror
The biggest accomplishment this week was successfully implementing a brand new enemy that I've been dreaming about for months: the Wisp. This multi-dimensional creature is designed to be one of the most unsettling elements in the game, randomly appearing to jump scare and harm players in truly unexpected ways.
Getting this enemy to work exactly as I envisioned was incredibly challenging. The concept I had in my mind seemed almost impossible to execute technically, but with tremendous help from Vives and other mentors, we finally cracked it! The result is everything I hoped for and more.
Here's this Dev Log's Video!
The Wisp's Haunting Features
What makes The Wisp so terrifying is its mysterious nature:
Distance-Based Visual Distortion: The texture of the skull shape distorts based on how far you are from it. Unless you're close enough, you can't actually tell what the shape is - it's just this ominous, shifting form in your peripheral vision that immediately puts you on edge.
Ghostly Particle Effects: We created custom particles that give the Wisp an ethereal, supernatural presence. It doesn't feel like a solid enemy - it feels like something that shouldn't exist in your reality.
Dimensional Fading: In special locations throughout the mall, the Wisp fades in and out of view. You might catch just a glimpse of movement, something that makes you question whether you actually saw anything at all. This creates that perfect horror game moment where you're not sure if you should investigate or run.
The Jump Scare Mechanic: Here's where things get really intense. Once you get close enough to investigate what you've been seeing, the Wisp has two possible behaviors:
- It might jump away with a haunting cry, leaving you startled but unharmed
- Or it triggers a full jump scare with a horrifying ghost face I created in Krita that comes screaming toward you
When the jump scare happens, the ghost doesn't just disappear - it passes directly through your player character, completely destroying your visuals momentarily and dealing damage. It's this visceral, disorienting experience that makes you feel genuinely vulnerable.
Learning and Growing as a Developer
Beyond the exciting new content, this week was also valuable for my growth as a developer. Vives taught me some excellent techniques for using ChatGPT and other LLMs more effectively when I'm stuck on problems I can't solve through traditional resources. These AI tools have become invaluable for troubleshooting complex issues and finding creative solutions to technical challenges.
We also tackled several important bug fixes that have been nagging at me, cleaning up various aspects of the gameplay experience. It's amazing how fixing these smaller issues makes the entire game feel more polished and professional.
Visual and Gameplay Polish
I spent time this week updating graphics and implementing gameplay tweaks that really clean up the overall experience. While these might seem like minor changes, they contribute significantly to that immersive, eerie atmosphere I'm trying to create in this liminal mall setting.
Looking Ahead
Getting the Wisp working has opened up so many possibilities for other supernatural elements in the game. I'm excited to continue building on this foundation and adding more multi-dimensional horror experiences that will keep players constantly on edge.
The combination of technical achievement and creative vision coming together this week has been incredibly motivating. Despite the challenges of balancing development with my hectic work schedule, seeing these complex ideas actually come to life in the game makes all the effort worthwhile.
I can't wait to show The Wisp in action in my next video update - this is definitely one of those features that needs to be experienced to be fully appreciated!
Next Goals:
- Work on fixes to multiplayer replication on interactable objects.
- Continue adding further 3D models and objects to the game (I could use some help sourcing some things, since I don't think I can model everything.)
- Continue polish!
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