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
- Balance
- Server
- Gameplay
- Maps
Redemption of the Damned changes
You'd think a recent digest with the latest developments came out this December...but our work at the end of the year is moving so vigorously that a little more has accumulated that we would like to share with you.
Damage system
💥 One of the main and most important issues when working out the mechanics of melee weapons is the damage system.
There are many approaches, each of which is necessary for one purpose or another - from the simplest point damage, like in Counter Strike and similar games, to almost absolute match of the player's movements to inflicting damage, as it's implemented in any "adult" RPG. Second one is exactly our kind of case.
The trick of the method shown in the video lies in the almost complete correspondence of the movement of the weapon to inflicting damage. At the same time most of the stumbling blocks inherent in this approach are compensated. We talk about the lack/excess of the weapon's length, the unevenness of the animation relative to the "ticks" of the check, inevitable delays and out-of-sync in the network during cooperative and massively online play.
✅ During the tests, the perfect registration of hits on objects from the smallest branches to huge moving targets was confirmed.
Three-barelled pistol
💪 The subgenre of "Redemption of the Damned" project is more of an RPG. In this regard, the game implies a progression in various aspects of the gameplay - both in the complexity of monsters and locations, and in the availability of new equipment to the hunter.
Therefore, we continue to replenish our arsenal with "goodies". This time we're talking about the prototype of the multi-charge pistol, which is strikingly different from other weapons available to the player. ❓Why is it so special❓ This example of hybrid technology has a number of advantages comparing with the difficult-to-use single-shot counterparts:
🔴 3 shots are available after each reload; 🔴 significantly increased range; 🔴 more damage due to the longer barrel length.
Nevertheless, exorbitant power of this weapon is offset by its rarity and the need to earn its availability in the arsenal.
Quest and dialogue systems
💬 We also show a small example of the fusion of the quest system and the dialogue system. By this moment, some aspects of interaction have already been worked out - managing the stages of the quest, visiting zones and characters, collecting items, killing specific types of monsters.
Playback of soundtracks and specific animations is also provided, but they are not presented in the video. Just trust us 😉
What's next on the list? More subtle moments of interaction, such as the issuance of items through the dialogue branches, the dependence of the quest stages on the selected dialogue branch, the specific reactions of the NPC to the player, depending on various external factors.
Ragdoll
What could be better than killing the imps in different ways?
Beautifully slam the enemies against the elements of the environment, for sure.
We thought that even if the addition of cinematic interactions does not match the realistic behavior of objects, it contains its fair share of fun even in a dark and deadly "Redemption of the Damned" world.
In this video, we show only the beginning of a long journey to an advanced system of interaction between enemies, player and environment.
Like our work?
ːsteamhappyː Thank you for your feedback on the development stage! ːsteamthumbsupː Add the game to your Steam-wishlist already now if you like our work.
Source
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