In this update5
Full notes
Full Redemption of the Damned update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
Redemption of the Damned changes
Let's talk about our latest achievements from the process of the creation of "Redemption of the Damned". But before reading, do not forget to add the game to your wishlist. It's easy for you, and pleasent for us :)
The fog.
Fog will become an integral part of the game’s plot.
But it wouldn’t feel like a magical winter haze in the Alps or mesmerizing bluish smog from essential oils of the Australian Blue Mountains.
No sir, in “Redemption of the Damned” it is both light and thick, but always ominous fog, and only the devil knows what it hides behind it.
It is especially important to set up its high-quality display at night time, when it should be darker in order to avoid overexposure, and at the same time not upset the balance of its color and the brightness of the moon.
Daytime change.
Despite the fact that the visual design of the #RoD game is created in a gloomy setting in order to match the selected location and time period (European outskirts of the 16th — 18th centuries), the storyline assumes a change of the daytime.
The cycle of day and night changes affects the activity of enemies, which prompts the player to adapt, study the world around him and the features inherent in monsters from the folklore of Western and Eastern Europe.
Some of them are vulnerable to sunlight and hide until dark. For others it is advisable not to be seen during the day.
Environment.
🗒 At the moment, we’re doing fine-tuning of the inventory system and drop, continuing the work on the villagers (NPC) and the trading system.
👉 We are especially well advanced in the work on the environment, which you can see in the attached screenshots.
Patrolling NPCs.
Few words about the filling of settlements with residents with a generated appearance.
It is extremely important to create a lively atmosphere, to show few bustling settlements forced to drag out their existence on the cursed lands. In this regard, as part of a large task to implement the simulation of life in the game, a system for generating villagers was developed. Each of them, when they appear, gets their everyday occupation and appearance.
The next steps include creating authentic character models and their clothes, expanding behavioral variations.
Something else
Add the game to your Steam-wishlist already now if still didn't do it :)
Source
Changelog.gg summarizes and formats this update. How we read updates.
