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Steam News31 July 20241y ago

Devlog #4: Significant Game Design & User Interaction Changes

Hey everyone, it’s been quite a while since the last devlog. Before we begin, let me thank you all for supporting us. We have almost 500 wishlists right now.

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Full The Void Project update

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Repeated intro

Hey everyone, it’s been quite a while since the last devlog. Before we begin, let me thank you all for supporting us. We have almost 500 wishlists right now. I know it's not much, but we are grateful that 500 individuals think our game is worth checking out. <3

What changed

0 fixes4 additions3 changes0 removals
  • Maps
  • Gameplay
  • Balance
addedCurrent Game's StateThe game is in continuous development, and we are currently working on designing new enemies. Coming up with the first three was easy, but now that we are adding more, we are having some difficulty adjusting their behaviors and appearances. Since the game has a dual-tone art style, many enemies look bad or blurry when seen from far away. We can't change the art style at this stage, as we've already marketed it based on its visuals. So, we are sticking with it for now. (Yes, it's a rookie mistake—we didn't consider future consequences before choosing this art style.)
addedCurrent Game's StateWe are currently working on adding two new enemies and planning to add a few more so the game won't look bland and repetitive.
addedCurrent Game's StateThe two new enemies include: P.S.: Some of these might not make it to the final game version, so keep that in mind.
changedGround Type, Ranged ShooterBehavior: Spawns randomly on high ground, shoots the player when it sees them, teleports to a new location if the player comes close, and has a huge HP—more like a mini-boss. The game will notify you with visual cues when the Hell Hound has spawned. It appears after the 3rd wave and only once per wave, though it can sometimes appear in the 4th and 5th waves in the same run. Its attack deals small amounts of damage, but if left unchecked, it can be lethal.
changedGround Type, Head-onBehavior: Spawns in the ground and digs its way up to the surface, looks for players around it, and hits them if they come within its attacking range. It's like a slapping hand that surfaces through the ground and smashes you like a bug (weird example). They can't chase or shoot you; they remain in one position, making them easier to kill. However, be warned—they slap really fast, so if they catch you, you can't escape.
changedGround Type, PoisonousBehavior: Spawns randomly when you kill the Dynamight. Chances are low, but once they spawn, they chase you indefinitely. They are slow but leave a poisonous trail behind them. If you step on it, you will get poisoned and take damage over 5 seconds. They are hard to kill since half of the bullets deflect off them due to their slimy nature.

Let's begin with the devlog...

Current Game's State

The game is in continuous development, and we are currently working on designing new enemies. Coming up with the first three was easy, but now that we are adding more, we are having some difficulty adjusting their behaviors and appearances. Since the game has a dual-tone art style, many enemies look bad or blurry when seen from far away. We can't change the art style at this stage, as we've already marketed it based on its visuals. So, we are sticking with it for now. (Yes, it's a rookie mistake—we didn't consider future consequences before choosing this art style.)

We are currently working on adding two new enemies and planning to add a few more so the game won't look bland and repetitive.

The two new enemies include: P.S.: Some of these might not make it to the final game version, so keep that in mind.

Hell Hound

Ground Type, Ranged Shooter

Behavior: Spawns randomly on high ground, shoots the player when it sees them, teleports to a new location if the player comes close, and has a huge HP—more like a mini-boss. The game will notify you with visual cues when the Hell Hound has spawned. It appears after the 3rd wave and only once per wave, though it can sometimes appear in the 4th and 5th waves in the same run. Its attack deals small amounts of damage, but if left unchecked, it can be lethal.

Earth Worm

(in Future Roadmap)

Ground Type, Head-on

Behavior: Spawns in the ground and digs its way up to the surface, looks for players around it, and hits them if they come within its attacking range. It's like a slapping hand that surfaces through the ground and smashes you like a bug (weird example). They can't chase or shoot you; they remain in one position, making them easier to kill. However, be warned—they slap really fast, so if they catch you, you can't escape.

Toxic Slime

Ground Type, Poisonous

Behavior: Spawns randomly when you kill the Dynamight. Chances are low, but once they spawn, they chase you indefinitely. They are slow but leave a poisonous trail behind them. If you step on it, you will get poisoned and take damage over 5 seconds. They are hard to kill since half of the bullets deflect off them due to their slimy nature.

Dragon

(in Future Roadmap)

Flying Type, Kinda Boss

Behavior: Spawns in the last wave. It's kind of a boss—it spawns only once, has huge HP, deals a lot of damage, but doesn't have unique boss moves. It has only one phase, so you don't have to worry about it being revived multiple times. The main reason for this design is that it's not an action-packed game; it's a fast-paced arena shooter. We want to create enemies that don't take much time and aren't Dark Souls-hard. We aim to add fun and engaging elements (I don't know how to animate cool moves either).

Visual Changes

Now, let's talk about some art and visual changes in the game (these are not available in the demo for now but will be after the game releases).

Player's Visor

As you know, the old player's visor was

Source

Steam News / 31 July 2024

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