Full notes
Full The Void Project update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Maps
- Gameplay
- UI and audio
it's a reupload from playtest community page (yea i accidentally posted it there oopsie)
To our incredible playtesters & supporters: we couldn't have made this game, this special without you! Your feedback, enthusiasm, and support mean the world to us. And of course, thank you to our families and friends for always believing in us. Let’s move on to the devlog!
Playtesting Update
Playtesting phase has ended and with that we were able to fix and modify alot of stuff that was not annoying to us but to others.. this playtest helped us identify all those cracks and fix it. First playtesting was a disaster with almost 80% users couldn't play the game.. we fixed this by migrating to a new project as it was some Godot Engine's bug that made it occur. then the playtesting went fine.. well it was joined by many but all of us know not everyone is dedicated and are there just for fun of it.. we had few playtesters but it was fine since the game itself is not that big.
135 Joined by which 20 or so helped with playtesting
This was the first phase of playtesting, we are working towards the 2nd and final phase after that the demo will be released to the public.
Demo Roadmap
Demo will include everything that has been done till 80% completion of the game.. which will include 3 enemies and 2 maps and the leaderboard database will be entirely separate from the main game. No Story or lore, A game with everything a demo should include to entice players to get the full version.
Now since this is a devlog, let's talk about the game itself
Game's Status
in November 2023 when we started working on this game, we were playing around with different shaders for that kind of UNIQUE art style.. we messed up in alot of spaces but in the end we settled with a one true art style for the game.. how you can define it is "Dual Tone, 3D Pixelated Art Style" we were at first planning to make it a PSX Styled game but it is way overused nowadays so while also using that style witih models, we added our own taste in it.
Visual Style and Behind the Scenes
Ew
Ewer
wth is this..
and this...
we are getting close to final art style
cheap ahhhh level design attempt
look at this abomination
our failed try at making procedural spider animations
Player
Let's talk a bit about Player shall we.. So the player model is literally just a capsule collider. nothing more to it. we added hands to make it look natural tho, and it sure does..
What player movement offers:
Movement based on the mix of old school shooters and new gen fast paced shooters.
Jumping, Crouching, Sliding and other small mechanics
Camera Shakes (you can turn them on or off)
Camera tilting when moving left or right to give that sweet juice (also toggleable)
Jumping, Landing and Weapon animations
Player's main weapons are Dual Wielded Pistols also known as Twins
Secondary Weapon is a shotgun known as Chrono-Burst. We are still working on it's model and mechanics so there's nothing to show right now.
Menu and HUD
This is what the menu looks as of Playtest version 0.4, expected to change but not that much.
This is what in-game HUD
Source
Changelog.gg summarizes and formats this update. How we read updates.
