Alright time for a big update! Been spending a lot of time on various things this month, but first and foremost I finally get to show yah the first test build! It's full of jank, has a lot of things left and right that need cleanup but hey I'm finally getting to the point where something a bit more coherent is starting to come together! At the moment the current build mainly focuses on the introduction of pushing mechanics in general. Played around with a lot of stuff involving boxes over the last few months and this is sort of the product of it all!
Here is the current Dev build for folks to tinker around with! The game should have a bit of a controls help menu you can pop up by pressing "H". In general it is a pretty small little level with a bunch of salvage piles you can pick up and cash in at the junkstore/workbench at the beginning to unlock special traits such as thicc hips, belly mode, and perma thick haha. Once these are unlocked they should show up in the options menu! You can then reset the level from the main menu to play around with options in a fresh level and see how the salvage effects that slender form of Bod's >:3c!
Here is the current Build! To Play it all you need to do is extract the folder and start up the "Project Vault" game program.
In general I'd love to hear any feedback folks have! What broke, what doesn't feel good, what does feel good, what would you like to see, ect. There are plenty of things that need work for the game, but I very much like seeing what sort of things people think would be cool to see in the game!
Now on to general updates!
Sensor Puppet Design Docs: Finally got the lines for this guy wrapped up! Working on colors next for them, but I at least have a good start I think :3! These guys are gonna end up being one of the major enemy types found in most parts of the game. Usually slow and a bit cumbersome, they patrol a lot of the old ruins. Just don't get spotted by them, as they tend to get a lot more aggressive when you activate them ;u;!!!
Enemy AI: I've finally started learning how to make enemies haha! It is so interesting how a behavior tree works when it comes to AI in games. I've gotten a rough things set up for now that I can have patrol, but it's pretty barebones and sort of clunky. Hoping to spend a bit more time with it this week so I can flesh it out a bit! Going to be using it to work with the Sensor puppets for future builds!
Game Systems: Lot of time has gone into working on some of the menu's and how they work this last month. Been trying to clean up some stuff so that it's not a complete pain in the butt to navigate and work with stuff but it's definitely been a learning experience! Been getting the framework for Bod's inventory system fleshed out so that it includes Bod's Loadout. They are connecting well so far, but need a bit of stuff wrapped up before they are functioning as intended in the game X3!
Game Mechanics: Mechanic wise the biggest thing I've been working on incorporating is Bod's Gadget/equipment system. So far I've gotten at least a rough kick in that you can play around with using the little can in the level X3! In addition I got at least a rough falling animation in. Gonna need to do some cleanup with that over time once I get some of the other animations and actions working with Bod!
Block Models: Lastly been working on learning how to build assets in the game! At the moment this has mainly been some of the pushing blocks you'll see in the test build! Need to work on actually doing some texture work for them next, so that is gonna be a fun thing to play with :3!
BodBloat
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