Full notes
Full House of Velez part 1 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
House of Velez part 1 changes
Have any of you ever wondered what it would be like to experience HoV in a full 3D environment? Probably not. But now that I got you thinking about it, wouldn't it be cool? probably yes!
Well check this shit out:
Crazy, right? So yes, I am currently working on the House of Velez Remake in UE4! There's a good chance that some (or many) of you may already know this, but I wanted to go ahead and post the news here for those who do not follow any of my games' social media pages.
As we see above, it's still very much the same game, but it has a much more modern approach to the way it plays. We can also see that there have been some additions to the story so far. There will also be some changes to it in certain places as well. I believe having these changes will help to form a more convincing storyline, and also a more cohesive one for a sequel later on. Another thing to note is the game is still drawing heavy inspiration from Resident Evil! We can see it in the new control scheme and even the inventory UI. I've always felt the RE brand set the bar for quality when it comes to gameplay, so I couldn't resist following their lead.
Of course we won't be shooting up any monsters in classic RE fashion here. HoV Remake is still going to be a 100% stealth game. Just now we will get to do it in glorious full 3D! We won't be stuck using Heart Rate Suppression as a primary mechanic either. I'm taking a much more aggressive approach to stealth that keeps us out there actively in the open with the monsters and being forced to use our environments as cover and distraction.
There is already a cover mechanic built into the game. There will be the classic "hey look over there!" where we toss something to cause a distraction. And of course there is now a health and stamina bar, along with a limited inventory and storage box! Which means resource management! A part of those resources, besides health and stamina recovery items, and key items, will be single use defensive items! This doesn't mean we get to go full Buffy and maul our stalkers, but it does grant us a get out of jail free card. Monsters hit hard, and if we get grabbed it would be beneficial to be traveling with a sharp bit of wood, or perhaps something heavy and blunt so we can stab or clobber our way out of their grasp and live to see another day.
Puzzles will of course still be present and scattered throughout the game. And so will traps. So paying attention to the world around us might keep us from getting ground up in a set of gears, or impaled by floor spikes. You never know what I might come up with!
That is what's happening right now though! The original HoV was obviously a 2D side scroller, so the translation into 3D will have to mean expanding the environments. Most sections of the game were a screen or two, and that was it. That isn't gonna cut it this time. We got a lot of power to work with here in UE4, so I want to take full advantage of it and make the world much more interesting to travel through.
It's good to be back! Let's see where this goes!
Source
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