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Steam News20 August 20241y ago

DEVBLOG #3 | "The Parking"

Hello everyone! Welcome to our third Devblog here on Steam, today this Devblog will be split into three parts, the first one dedicated to one of the game's scenarios, "The Parking", the second one about a small sneak pe

In this update6

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Full La Salamanca update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix1 addition7 changes0 removals
  • Events
  • Security
  • Fixes
  • Maps
  • Gameplay
changedHello everyone!Welcome to our third Devblog here on Steam, today this Devblog will be split into three parts, the first one dedicated to one of the game's scenarios, "The Parking", the second one about a small sneak peak of the game's enemy AI, and the last one about an event we attended last weekend, Rosario's "Crack Bang Boom".
changedWhat is The Parking?Normally, every apartment complex tends to have a parking lot so that residents can store their vehicles in a nearby and safe place, it was clear that a place as large as "El Portal" would have its own. However, this one is considerably larger than many of other complexes, having two full floors, and also functioning as a sort of storage and operations center for some functions of the apartment, such as security and some "employee" needs.
fixedWhat is The Parking?However, this place has been closed for "maintenance" for quite some time, enough for our protagonist to be forced to park his vehicle in front of the entrance of the complex... Why would it take so long? What needs to be fixed in order to be usable again?... it's strange, there are still cars parked, as if they had been abandoned down there...
changedSmall advancement of enemy AIIn this little preview, you'll be able to see that the enemy is able to move autonomously around the map, being able to see the player when there are no obstacles in the way, following them and looking for them in the last places they were spotted when they lost sight of them. It is able to open doors and hiding places like lockers, and will kill the player if it is close enough to catch them.
changedSmall advancement of enemy AIThe player is also able to hide behind obstacles, under furniture, or inside certain specific locations on the map, but in this case, The Priest is able to open them if he has seen the player entering one of them.
addedSmall advancement of enemy AIIt should be noted that this is still in an early stage of development, most of the features still need to be polished, and all the animations and models used are temporary, since the new model that we had shown in our second DevBlog is not yet ready to be implemented.

La Salamanca changes

changedWelcome to our third Devblog here on Steam, today this Devblog will be split into three parts, the first one dedicated to one of the game's scenarios, "The Parking", the second one about a small sneak peak of the game's enemy AI, and the last one about an event we attended last weekend, Rosario's "Crack Bang Boom".
changedNormally, every apartment complex tends to have a parking lot so that residents can store their vehicles in a nearby and safe place, it was clear that a place as large as "El Portal" would have its own. However, this one is considerably larger than many of other complexes, having two full floors, and also functioning as a sort of storage and operations center for some functions of the apartment, such as security and some "employee" needs.
fixedHowever, this place has been closed for "maintenance" for quite some time, enough for our protagonist to be forced to park his vehicle in front of the entrance of the complex... Why would it take so long? What needs to be fixed in order to be usable again?... it's strange, there are still cars parked, as if they had been abandoned down there...
changedIn this little preview, you'll be able to see that the enemy is able to move autonomously around the map, being able to see the player when there are no obstacles in the way, following them and looking for them in the last places they were spotted when they lost sight of them. It is able to open doors and hiding places like lockers, and will kill the player if it is close enough to catch them.
changedThe player is also able to hide behind obstacles, under furniture, or inside certain specific locations on the map, but in this case, The Priest is able to open them if he has seen the player entering one of them.

Hello everyone!

Welcome to our third Devblog here on Steam, today this Devblog will be split into three parts, the first one dedicated to one of the game's scenarios, "The Parking", the second one about a small sneak peak of the game's enemy AI, and the last one about an event we attended last weekend, Rosario's "Crack Bang Boom".

What is The Parking?

"The Parking Lot" is one of the first levels that was conceived for La Salamanca, a level planned for Chapter II of the story, which had several 'remakes' for some thime before staying on its current final version. It is likely that some images of this level that you have seen before are from outdated versions. The current version is probably the largest and darkest of them all.

Normally, every apartment complex tends to have a parking lot so that residents can store their vehicles in a nearby and safe place, it was clear that a place as large as "El Portal" would have its own. However, this one is considerably larger than many of other complexes, having two full floors, and also functioning as a sort of storage and operations center for some functions of the apartment, such as security and some "employee" needs.

However, this place has been closed for "maintenance" for quite some time, enough for our protagonist to be forced to park his vehicle in front of the entrance of the complex... Why would it take so long? What needs to be fixed in order to be usable again?... it's strange, there are still cars parked, as if they had been abandoned down there...

Some pictures of The Parking:

Small advancement of enemy AI

During all this time, one of our main programmers, Thomás, has been focusing on creating the base for the artificial intelligence of the game's enemies, focusing especially on the AI ​​for "The Priest", one of the most recurring enemies in the game.

In this little preview, you'll be able to see that the enemy is able to move autonomously around the map, being able to see the player when there are no obstacles in the way, following them and looking for them in the last places they were spotted when they lost sight of them. It is able to open doors and hiding places like lockers, and will kill the player if it is close enough to catch them.

The player is also able to hide behind obstacles, under furniture, or inside certain specific locations on the map, but in this case, The Priest is able to open them if he has seen the player entering one of them.

It should be noted that this is still in an early stage of development, most of the features still need to be polished, and all the animations and models used are temporary, since the new model that we had shown in our second DevBlog is not yet ready to be implemented.

¡Tuvimos un Stand en la Crack Bang Boom!

Last weekend, the Carpincho Studio team had the opportunity to participate in the international comic convention known as Crack Bang Boom, in Rosario, Santa Fe, Argentina, with a stand dedicated to La Salamanca. At this stand there were three computers so that the public could try out the game's demo and meet the team in person, and we also had limited Carpincho Studio merchandising at the event, in order to fund and recover previous expenses and those of the stand itself.

We are infinitely grateful to everyone who stopped by the stand and talked to us, tried the demo or supported us with merchandise, if it weren't for people like you, Carpincho Studio and La Salamanca couldn't happen in the same way! And a big thank you to the Crack Bang Boom event for giving us the opportunity to show the game and make something so unique!

That's all!

We hope you have enjoyed this Devblog, and that you stay tuned for the coming months, as very interesting and important things are coming for the project.

See you in the next DevBlog!

Source

Steam News / 20 August 2024

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