Hello everyone, it's finally time to wake up and show what's in development right now.
In this update3
Full notes
Full MOULD update
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Repeated intro
Hello everyone, it's finally time to wake up and show what's in development right now.
What changed
0 fixes3 additions0 changes1 removal
Gameplay
Maps
removedAfter the playtest, I received a lot of good feedback, all the problems are on the way to being solved, some things have been redesigned or completely removed, and you will learn about all the changes in future news.
addedA MINIMAP AND A SEARCH FOR KEY ITEMSOne of the key problems in the techno demo, which I immediately began to solve, is a lack of understanding of where you need to move and what the game wants you to do. To solve this problem, I added a full-fledged three-dimensional mini-map of locations. What is displayed on the mini-map is related specifically to the area in which the character is currently located. For example, let's take the "Drain" area as a basis: all the boxes, storage and blood collection stations (which have also been redesigned), as well as the mini 3D version of this area itself, will be displayed in the minimap window, but the other two areas, as well as their boxes and stations, will not be displayed until until a character enters their area of action. As soon as he does this, the content of another area will be displayed, where the character has entered. This is done in order to display a specific area without overloading it with unnecessary sections.
addedACID PIPESThe new and key mechanics of the game are acid pipes. The principle of operation is simple: for acid, it is necessary to pave the way through the pipeline from point A to point B by moving the valves. The mechanics will be used to destroy the "rot" growths that prevent further progress.
addedAPPROVAL OF WEAPONS AND ENEMIES, LOCATIONS AND MECHANICSAt one point, I realized: STOP. I put together a whole hodgepodge of different mechanics, and in order not to drive the game into production hell by pointlessly adding, removing and changing mechanics, I decided to finally fix what was there and finish the game without new mechanics. The same goes for weapons, enemies, and location. I can endlessly go through hundreds of weapon options, which I did, but it all boils down to the fact that I cut out the extra weapon, then add a new one and cut it out again. Enemies are much easier to deal with, since leaving the robotic enemies, not a single enemy has been cut out and will not be. Together with the 3D artist, we were able to achieve truly fitting monsters that fit perfectly into the distorted and gloomy world of MOULD.
MOULD changes
removedAfter the playtest, I received a lot of good feedback, all the problems are on the way to being solved, some things have been redesigned or completely removed, and you will learn about all the changes in future news.
addedOne of the key problems in the techno demo, which I immediately began to solve, is a lack of understanding of where you need to move and what the game wants you to do. To solve this problem, I added a full-fledged three-dimensional mini-map of locations. What is displayed on the mini-map is related specifically to the area in which the character is currently located. For example, let's take the "Drain" area as a basis: all the boxes, storage and blood collection stations (which have also been redesigned), as well as the mini 3D version of this area itself, will be displayed in the minimap window, but the other two areas, as well as their boxes and stations, will not be displayed until until a character enters their area of action. As soon as he does this, the content of another area will be displayed, where the character has entered. This is done in order to display a specific area without overloading it with unnecessary sections.
addedThe new and key mechanics of the game are acid pipes. The principle of operation is simple: for acid, it is necessary to pave the way through the pipeline from point A to point B by moving the valves. The mechanics will be used to destroy the "rot" growths that prevent further progress.
addedAt one point, I realized: STOP. I put together a whole hodgepodge of different mechanics, and in order not to drive the game into production hell by pointlessly adding, removing and changing mechanics, I decided to finally fix what was there and finish the game without new mechanics. The same goes for weapons, enemies, and location. I can endlessly go through hundreds of weapon options, which I did, but it all boils down to the fact that I cut out the extra weapon, then add a new one and cut it out again. Enemies are much easier to deal with, since leaving the robotic enemies, not a single enemy has been cut out and will not be. Together with the 3D artist, we were able to achieve truly fitting monsters that fit perfectly into the distorted and gloomy world of MOULD.
After the playtest, I received a lot of good feedback, all the problems are on the way to being solved, some things have been redesigned or completely removed, and you will learn about all the changes in future news.
A MINIMAP AND A SEARCH FOR KEY ITEMS
One of the key problems in the techno demo, which I immediately began to solve, is a lack of understanding of where you need to move and what the game wants you to do. To solve this problem, I added a full-fledged three-dimensional mini-map of locations. What is displayed on the mini-map is related specifically to the area in which the character is currently located. For example, let's take the "Drain" area as a basis: all the boxes, storage and blood collection stations (which have also been redesigned), as well as the mini 3D version of this area itself, will be displayed in the minimap window, but the other two areas, as well as their boxes and stations, will not be displayed until until a character enters their area of action. As soon as he does this, the content of another area will be displayed, where the character has entered. This is done in order to display a specific area without overloading it with unnecessary sections.
In the future, I will talk about markers, they have also become a mandatory part of indicating the path, but they can be turned off if they get in the way, I focus on both hardcore and comfort.
ACID PIPES
The new and key mechanics of the game are acid pipes. The principle of operation is simple: for acid, it is necessary to pave the way through the pipeline from point A to point B by moving the valves. The mechanics will be used to destroy the "rot" growths that prevent further progress.
APPROVAL OF WEAPONS AND ENEMIES, LOCATIONS AND MECHANICS
At one point, I realized: STOP. I put together a whole hodgepodge of different mechanics, and in order not to drive the game into production hell by pointlessly adding, removing and changing mechanics, I decided to finally fix what was there and finish the game without new mechanics. The same goes for weapons, enemies, and location. I can endlessly go through hundreds of weapon options, which I did, but it all boils down to the fact that I cut out the extra weapon, then add a new one and cut it out again. Enemies are much easier to deal with, since leaving the robotic enemies, not a single enemy has been cut out and will not be. Together with the 3D artist, we were able to achieve truly fitting monsters that fit perfectly into the distorted and gloomy world of MOULD.