Hello, there peeps! I've made this new devlog about my progress on Mirror Forge this last week and I'm happy to say that the development includes several new updates which I'm so happy to share with you! I've just finished modelling, level designing and polishing a new, creepy Hospital Maze level tightly connected to the protagonist's past
My main focus was to establish a good mix of both psychological and survival horror and I think I did it (as always, the feedback from the Horror Community during the closed Demo in January will be crucial to improving the gameplay feel). This Hospital Maze consists of several rooms too which resemble spaces you would find in a hospital, BUT there is more. This level represents a collide of multiple alternate realities and space-time convergence. Nothing looks as it seems to be. The player will be able to find rooms caught in anomalies, parts of them resembling an abandoned hospital, while the other part being machinery, pipes and factory environment or hellish scapes filled with cages, metal, walls made of flesh etc.
Oh, the Horror...
In one room, the player can see a strange anomaly on the wall as another reality leaks into this one: a human hand coming out of the wall as if the poor soul got stuck inside it. In a second room, a strange environment of fleshy walls, chains and a baby fetus. And to make it even more peculiar, it seems that most of these converging realities are like they have been pulled out of our main protagonist's tormented mind. To Make it Clear: Yes, these are Alternate Realities and IT IS NOT happening in the character's mind. But, what is strange - it seems like there is some malevolent force that changes the space-time continuum all around the player and it mocks the character with terrible events of his past. Could it be that there is such a powerful, unseen being that is able to shape reality just to torment Thomas - our main character?
An In-Game Cutscene & New NPC For the Story
I had very long thought about whether should I have In-Game Cutscenes in Mirror Forge. The main reason being In-Game Cutscenes take a lot of time to be done right: bone animations, facial animations, lighting, cameras, sequence editing, music/sound etc and as a solo dev I thought it would take too much time to do and prolong my development. I had a chat with several horror gamers and Youtubers on Discord who play similar games (there was a particular streamer who even offered to check it out and give me his opinion about the gameplay feel). I concluded that In-Game cutscenes are necessary in Mirror Forge in order to properly tell the story. And I was like: Okay, let's do it. One thing that quite surprised me was how fast I managed to finish this cutscene (in a few days!). I already have some experience with In-Game Cutscenes and sequences in Unreal Engine 4 during my 8 years of game development, but I did not think that it will go as smooth as it did. For this cutscene, I modelled, sculpted, textured, rigged and animated an Unnamed Mysterious Little Girl that the main protagonist finds in one of the rooms of the Hospital Maze. This girl ECHOES with Symbolism and the very cutscene speaks about Thomas's past. I had so much fun working on it and I can't wait for you to check it out (yes, it will be available in the Demo).
The Silent Hill Nurse-Like NPC
Last week, I shared an idea on my social channels and it went like crazy! Horror gamers providing suggestions, tips and hints about the level design of this new NPC I planned for the hospital maze. Yes, you guessed it. A Silent Hill Nurse-Like NPC. I recently finished a rough look of it, although it's still in the works and hopefully, I'll manage to show it to you peeps in the next Devlog, stay tuned! So, my main consideration was: How this NPC will affect the gameplay? My idea was to have a horde of these Silent Hill Like Nurses roaming the maze corridors. They appear shortly after a particular event and serve as Obstacles for the player doing specific tasks. These "nurses" cannot see the player (unless you get really close to them - like in front of their face), however, they can hear your footsteps. So Running through these corridors is out of the question. But, you can always pick up some physics-based objects and toss them around to make noise and draw their attention :))
And, what's next?
The next thing would be to polish and add some details to these Nurse-like NPCs, polish their animations and do a few tests to see how the AI performs and whether it has a heavy impact on performance. I'll need to clean up the code a bit probably.
And lastly, here we come to the end of this level and the final cutscene which ends The Demo. I'll be working on this next cutscene which shows a huge chunk of the background story of our protagonist and hopefully, we'll do the general wrap of the demo.
Wishlisting Mirror Forge on Steam as a Solo Dev means a Lot to me
As always, if you're a lover of Psychological/Survival Horror games with an immersive storyline, a huge fan of Silent Hill, PT & Stranger Things, then I'd be most grateful if you ring that Wishlist Button. Wishlisting Mirror Forge helps push the Steam algorithm and is immense support.
Added in the space map. So far there are only Planet Earth (playable), Earth's moon (unplayable), Mars (unplayable), Solar System Gateway to "Arkallas" System (playable).
Made highscore be revisited for Earth and SSG-AS. Right now it overwrites the highscore even though it's lower than your highest.
The title screen is done.
Added in new AI voice actor: the researcher. Polite voice only.
SimRail - The Railway Simulator: Prologue - SimRail
Hello, Railfans!
An important moment is coming!
On Thursday 16/12/2021 the premiere of SimRail - The Railway Simulator: Prologue! Checkout upcoming new train simulator for free.
The list of fixes and improvements in Prologue: -added Katowice - Sędziszów route & E186 locomotive -a lot of performance fixes -more adjustable quality/performance settings -fixed distant fog effect (pale colors of the game) -shiny ballast repaired -higher quality of TAA anti-aliasing -improved post-processing effects -rocking of the rolling stock on bumped tracks and joints -added brake pads sound -improved CityGML buildings models and textures -added ability to get on and walk on the train -added ability to walk inside the cabin -green marking of readiness to be stopped at the platform added -displaying the next two speed limits -playable Traxx locomotive, complete with a new route part and mission -clickable on-board computer -all-new EN96 exterior 3D model -fixed no collision of character camera with tracks -vegetation improvements -animation of EN96 articulation and cables.
Official trailer:
Don't forget to add SimRail to your Steam Wishlist, and keep fingers crossed!
Time for an update on the project! As per a couple of updates ago, I'll briefly go over some of the work-in-progress stuff. Our supporters have been informed about some of the other going-ons through our exclusive Discord channels, so should you be interested in more of a behind-the-scenes sneak-peek, do consider signing up or supporting us by purchasing the tech demo. If you have already done so and don't have access to those channels yet, connect with us on Discord, send me a DM and I'll set you right up. The technical track.
As some of you might have figured out already, we have returned to Unity. There have been a couple of rather unfortunate developments that made it impossible for us to continue working on this project using the Unreal Engine,- so Unity it is. As I am sure you remember from the updates we did when we were investigating the possible switch to Unreal, Unity poses a couple of technical challenges which let us make that consideration to start with, the biggest two being a) the graphical fidelity and b) the ability to render a lot of assets at very high quality as well. Our team has come up with a rather ingenious solution to this problem. What you see below is a scene in which three billion moving triangles are being rendered, with the GPU being as good as still asleep. This essentially solves the biggest hurdle we were to overcome working in Unity and saves us a lot of time having to worry about the challenge we were facing in Unreal. Unity it is.
I understand fully that you might have more questions about what this means for the further development of the project and if you do so, feel free to let us know in the comments and we'll get back to you as soon as possible.
Another thing we are working on is the implementation of an inverse kinematic system for our character animations. This is a rather crucial component of our project, as we'll have tons of valves to turn, guns to man, torpedoes to load, and the like. Creating custom, 'hand-made' animations for all those tasks would be a rather painstaking, monumental task, so we're going about it a bit more intelligently. What inverse kinematics (hence the name) essentially does is turn the equation around: instead of putting joints in a position to reach a certain result (turning a valve, walking on some stairs), we turn a valve, walk on some stairs, and intelligently (through means of an automated process) figure out what position the joints should be in when such an action is performed. What you see here below is an early test of our new player character trying this out on some stairs and the like. (edited)
Ship models.
Some more modeling work has been done over the past weeks as well. From the previous updates, you could see we were working on the addition of another merchant ship. We want to have a good variety of these, so in the next couple of weeks (months/years), we'll try to hammer out a couple of those. The ship is finished, textured, imported, etc., and has been named 'Demeter' by one of our Patrons for either the fiction vessel in Bram Stoker's Dracula (which seems to become a somewhat recurrent theme in this project as well) or one of the twelve Greek Olympians.
Another trawler is on the way as well, but there's still quite a bit of work left to be done there.
U-Boat firing system.
Arguably one of the most interesting (and most poorly understood) things about the U-Boat is its torpedo firing system. We're making good headway creating all the different pieces (warning lights, switch boxes, gyro angle receivers, etc.) needed for the level of fidelity we want. Before we can start implementing them in the U-Boat itself, we still have a bit of texturing and some detailing to do, which I expect to be done rather soon. For now, enjoy the pictures and let me know if you have an idea what kind of things these actually are.
That's it for now!
As always, thank you very much for your support and let me know if you have any suggestions, remarks, questions, complaints, just want to have a chat, etc. See you all next time! .
Hello everyone, here is Team_Bug, the development group of "Search", to bring you the update instructions of the new version:
1. Added a new scene, including new enemies and boss battles
2. Visual update of the user interface
3. Improving the passive skill system
4. Some new items that can be obtained, and skills that can be obtained
5. Fix some discovered bugs
PS:In addition, because the archive data has been modified, the archive of the previous version cannot be read or the data is read incorrectly. You need to reopen the archive to experience the game. The development team is very sorry.
On Thursday 16/12/2021 the premiere of SimRail - The Railway Simulator: Prologue! Checkout upcoming new train simulator for free.
The list of fixes and improvements in Prologue: -added Katowice - Sędziszów route & E186 locomotive -a lot of performance fixes -more adjustable quality/performance settings -fixed distant fog effect (pale colors of the game) -shiny ballast repaired -higher quality of TAA anti-aliasing -improved post-processing effects -rocking of the rolling stock on bumped tracks and joints -added brake pads sound -improved CityGML buildings models and textures -added ability to get on and walk on the train -added ability to walk inside the cabin -green marking of readiness to be stopped at the platform added -displaying the next two speed limits -playable Traxx locomotive, complete with a new route part and mission -clickable on-board computer -all-new EN96 exterior 3D model -fixed no collision of character camera with tracks -vegetation improvements -animation of EN96 articulation and cables.
Official trailer:
Don't forget to add SimRail to your Steam Wishlist, and keep fingers crossed!
Added new scoreboard with video screen to be used in maps (by Thing'e', Shagwa)
Added ragdoll goal net [8v8, 4v4 only] (by Kalimando, Thing'e')
Updated goal net texture with new fading effect for goalkeeper transparency view (by Thing'e', Shagwa)
Re-added support for fog
New & updated maps:
Added 4v4_rooftop (by Shagwa)
Added 4v4_samba (by tet, Thing'e', Shagwa)
Added 4v4_indoor (by Pricey, Thing'e')
Added 8v8_nightfall (by Shagwa)
Added 8v8_italia (by Pricey, Thing'e', tet)
Updated 8v8_vienna (by Shagwa)
Updated 8v8_coral (by Thing'e')
Updated 8v8_court_hey (by tet, Thing'e')
Updated 8v8_municipal_park (by tet, Thing'e')
Tutorial & Training
Added tutorial with various practice courses, including dribbling, passing, shooting (by Leotte, Thing'e')
Added goalkeeper auto-shoot ball cannon in warm-up and tutorial (by Thing'e')
Added outfield ball cannon in warm-up and tutorial (by Thing'e')
Added ball spawner for set piece practice in warm-up (by Thing'e')
Improved Animation System
Added left foot kick animations for all primary kicking animations (by Whatniesta)
Added updated animations for fouls from left or right side (by Whiatnestia, Thing'e')
Added updated header animations, including new directional animations (by Whatniesta, Thing'e')
Added new knee slide celebration (triggered by the slide key) (by Whatniesta, Thing'e')
Added updated backwards walk animation
Re-added “arrow” celebration (by Whatniesta)
Additional Player Customisation
Added beards for all ethnicities and hair colours (by Shagwa)
Added tattoos, with five available styles (by Juanmi, Thing'e')
Added goggles accessory (by Shagwa)
Added ponytail hairstyle (by Juanmijuan)
Added red hairband hairstyle (by Juanmijuan)
Added flat top hairstyle (by Whatniesta)
Added fade hairstyle for white ethnicity (by Juanmijuan)
Added fade hairstyle for black ethnicity (by Juanmijuan)
Added new wristband variant (by Thing'e')
Improved bleached mohawk (by Thing'e')
New HUD & Updated User Interface
Added new HUD and updated existing HUD for scorebar, stamina, charge, player info, and all other HUD elements (Concept by Quincy, graphical contributions from Shagwa, implementation by Thing'e')
Added on-screen card icons when the current player has a yellow card (by Quincy, Thing'e')
Added on-screen red cards to scorebar (by Quincy, Thing'e')
Updated Team Join and Scoreboard menus, including team-coloured formation shirts (by Thing'e')
Added new dynamic Changing Room background menu (by Shagwa, Thing'e')
Added option to theme Player Info bar to use current team's colours (by Thing'e')
SAD RPG: A Social Anxiety Role Playing Game - Evil Indie Games
Added and changed:
Added 35 Van Dalia Stickers to collect
Added new Steam Achievement: “Van Dalia”
“Last Christmas” Steam Achievement fixed. If you completed “To the basement” quest before this fix and didn’t unlock this achievement please go back to the door no 24 in the basement and interact with it.
EPISODE 36 / PS1 UPDATE 32 *-------------------------------------------------- *Building: Harvest Nodes (Trees, Stones, etc...) no longer block building and furniture placement, and when you place building or furniture the Harvest Node will be just removed. *Lumbermill: Lumbermill effective range reduced by 30% and instead of providing Harvest Speed Boost it now spawns fresh Trees every cycle. *-------------------------------------------------- *Game Loading: Loading Game Sequence is now more stable and is less prone to becoming unresponsive. *-------------------------------------------------- *Fixed Bug where in some rare instances Ark Invasion spawn could cause your FPS to drop to the point where game freezes. In this situation, the invasion would not even appear. Thanks for the Save (Jaunty O.N). The game will retry again with new coordinates to create a spawning location with multiple fail-safe mechanisms. *-------------------------------------------------- *Backward Compatability: This Update is backward compatible with your existing saves. Restarting the game is not necessary.
What can you expect from PS1 Updates?
Post-Season 1 Updates are intended for polishing the game and preparing the game for Season 2, which by the current pace would happen somewhere in 2022 Fall with the release of Episode 37. These PS1 updates don't have a schedule and will be happening randomly during the last months of EA and after the game is out of EA.
In detail, these updates include Bug fixing, polish of the current systems, balance and some light revamps, and localization. The goal is to perfect all the content that has been introduced during EA/Season 1 of Ragnorium and fill the gaps that might exist.
Hey! How are you doing? I hope you all are ready for the X-mas season! Our team is working full speed on Week-3 and now the first part is ready. You can play Day-15 with all great scenes now if you would support us on Patreon. Our development is only possible because of great fans who support our team through the Patreon platform and without them, this game would've never happened! In return, you would be able to play the game as we are making it. We usually bring updates every 5-6 weeks. You can also get the Android version of the game if you support us on Patreon.
Keep in mind that the game will be available on Steam only when we will finish Week-3 to 100%.