Meanwhile, i’m planning to advertise Nowhere 01 on indiedb and such sites very soon, after making a little bit more content. Until that point, only few acquaintances knew about me working on it.
As promised I’ve done some work on upgrading old test-level to something more relevant, that will be actually in game and more presentable. It’s still in progress, but i can show you Hospital facade.
There are also some decisions made. Most rooms are going to be sort of sub-levels, where you go through transition(although i don’t think, loading is gonna happen, just transition). There are multiple reasons for that, like: easy to optimize, easier level design, no need for complex path-finding, level is less exposed to player, ability to set up specific lighting parameters. And it also resembles old-school survival horror games. I am also planning to have very little or none GUI outside of inventory screen. Mostly, for authenticity reasons. And on a harder difficulty level, game will not be paused while you delve through your belongings. I have ditched jumping ability, because inside survival horror, it’s just ridiculous.
I’ve written down level, monster, weapon and item lists. Most of the plot is ready. Overall game concept is kind of opaque now. I’ll try to deliver it through screenshots and videos as much and fast as possible.
I did a lot of work on updating technical part of the game, fixing bugs and optimizing the engine. And there’s a lot of stuff to do left. But for now, I’ll take a break and going to work on a first level. Seen old screenshots of that hotel by lake? Well, say farewell to it:
It was a long time without updates. But i didn’t stop working, it’s just 100% technical and quite boring. Currently, i’m finalizing Animation Tool for my engine.
Formerly, i’ve done animation with Lightwave, but it had really inadequate file format for scenes, almost impossible to reverse engineer, having some weird transformations and inconsistent orientation issues. It was very unreliable and it lacked some functionality i needed(like hitboxes), so i dropped it and made my own simple animation tool. It maybe not so rich on functionality and doesn’t have best GUI in the world, but it’s damn reliable and i can do whatever i want with it. The only functions that are still up to Lightwave – bone creation and weight-map painting. I would like to move latter into my tool, because Lightwave’s vertex painting tool is garbage, but it’s going to take too much time.
I have also added basic physical functionality to my engine(like creating static and dynamic colliders with simple shapes an convex hulls), triggers, some materials and impact-particles. And planning to finalize it after merging animation system to main engine. Currently using nVidia PhysX free license for my project.
After that, i’m back to making some content, like first full test-level, enemies, main character. And then implementing sound, scripting , cutscenes and menus.