In this update6
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
- UI and audio
- Balance
- Maps
- Gameplay
- Compatibility
Redemption of the Damned changes
We're here again with the work done on the "Redemption of the Damned" game. Let's go!
Dungeon
The game called "Redemption of the Damned" wouldn't be complete without the underworld.
Someone means by this word a place where the souls of sinners are eternally tormented after death, where the redemption of the damned takes place.
In another sense, underworld is a dark, scary underground room or dungeon. This is what we're working on.
Of course, you see not the final version - only the assembly of the main structure and minimal compositions of multi-level dungeon.
Work with sound
You may already have noticed from the previous notes on the development of the game how the sound changes with the onset of night or with the approach of danger.
Additionally, we are working on an effect similar to drug intoxication, in which the character will appear when his mental health is reduced to 15% or lower.
😱 In this state, vision deteriorates, hallucinations are imitated, and therefore the danger (real or imaginary) is felt everywhere. We recommend to watch this video with headphones, at the night, in the dark room.
Integration
Talk about individual mechanics or level variations is interesting) But the funniest (or the craziest) part here is to integrate everything into a coherent whole and look for the different flaws that are not visible during the development of individual parts of the project.
📃 Watch here the test run that includes testing many aspects of the work in progress, such as:
the procedure for creating a character and starting the game, saving and loading states;
integration and testing of the test combat zone in addition to the safe hub;
checking the structures of locations for suitability for battle and AI navigation;
global positive and negative effects, such as a constant decrease in mental health in the dungeon, a gradual restoration of parameters while in the village;
the introduction of storages to preserve in-game values (loot) taken out of the dungeons for further use in case of death or their sale;
AI behavior in small and large groups in various terrain configurations;
reworking of AI attack animations and their reactions to various influences from the player (taking damage, stunning, knockback, receiving negative effects);
developments in the mental health conditions (scare, fear, insanity) with concomitant effects;
elements of the player's combat system (shooting, usage of melee weapons, hand-to-hand combat, pushing).
Much remains to be done and refined, but a lot has already been done.
Dash
The protagonist has been added mobility when fighting the enemy by means of a dash in the direction of movement.
Thus, moving at a speed that, albeit at a short distance, but still exceeds the speed in normal modes of movement, our hero can either move away from attacking vampires or other evil or regroup for the own surprise attack. Like Mohammed Ali himself.
As before, we read all your comments, but this time we also reward. The author of the most valuable commentary will be awarded with a key to the beta version of the game.
Gameplay (october 2021)
Finally, let's show the gameplay video, which partially incorporates the results of "Redemption of the Damned" development during the recent months. Here are the works we've done and already introduced you in the previous developer diaries, but also the latest changes.
Important!
ːsteamhappyː Write your impressions, comments and recommendations in the comments — we read everything! ːsteamthumbsupː 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.
