Hey everyone, here I am with some news on my next game! After The Alien Cube and The Land of Pain I am now working on my third game, a first person horror adventure with Lovecraftian lore and extraterrestrial vibes.
The level design
To realize my project I am using Unreal Engine 5 and its latest technologies such as Nanite and Lumen.
Nanite is a virtualized geometry system which allows to obtain an incredible level of detail for every object in the game.
Lumen is a dynamic global illumination and reflections system that allows for very accurate and realistic lighting. Both technologies help developers reaching the best results in terms of graphics.
In this moment I am building big natural environments that the player will be able to explore while trying to unveil the mysteries that surround the place. There will be also interiors and disturbing underground structures to discover, where ancient secrets will come to light after being buried for years.
The story
The protagonist, a university student keen on ancient mysteries, is investigating strange phenomena that occur only at a certain time of the year in a nearby forest. This time the episodes are weirder than usual and it looks like someone else is keeping an eye on them.
PS: tomorrow it's The Land of Pain's 6th anniversary and to celebrate this event all my games are on sale!
Changelog: - Added Mod loading via console (not synced via network, local only) - Added debug console - Added profiler - Added third person toggle - Updated engine version from 2019.4.3f1 to 2022.3.9f1 - Updated scripting backend from .NET Standard 2.1 to .NET Framework - FIxed syncing issue for late joins - Added pause menu
In this update, we want to tell you about the progress on our 3D models. Due to some requests from our fans, we decided to strengthen our technique, which has opened new doors. We would like to present you with the rat transport vehicle, Optimus, in a new reinforced configuration.
This is what the mouse transport vehicle, RMTA, looks like.
AIRP is an amphibious fighting vehicle of rats, which also received reinforcements in the form of armored plates.
New animations: Shooting from the large-caliber rat gun, Eisenbrecher.
New 3D Models: Knowing that the enemy of the Red Dragon relies on mobility and speed, the Imperial Court - 4 years before the war - established a network of factories that created light and fast armored vehicles. These vehicles were massively used within the Lizard army to counter the accumulation of manpower amongst the Rising Sun Empire.
Light armored cars were made from raw materials supplied by cockroaches and were unpretentious in maintenance. They did not consume much fuel and were an excellent solution for battle. By the beginning of the war, more than 5,000 of these machines were in service and were almost completely destroyed during the first 2 years. The rats liked the armored cars and they tried to steal the blueprints or, at the very least, capture samples to recreate them in their factories.
FMR aircraft were also preparing for mass aerial warfare, to break through mouse fortifications and for air superiority. The FMR adopted the tactic of undivided aviation: emphasis on a large number of agile fighters that could carry a small supply of bombs. Thus, betting on the fact that a conventional aircraft acts as a fighter and bomber.
Destruction system: In the game, most of the buildings are destructible. This allows the player to clear enemy hideouts.
Voice acting; Each playable faction has its own unique voice acting. Regardless of the localization language of the game, the characters within these factions will speak the language of their people.
- You now gain about 20% more gold on average from units and spells in the cave challenge (reduced variance by raising the minimum gold that you can get).
- Nerfed the following enemies in cave (less will spawn of them on average): Shard Souls, Brutes, Dwarf Warriors, Centaurs, Fish Priests, Ogres, Golems, Pyromancers, Frost Giants, Griffins, Elder Dragon, Forest Dragon.
- Rogue Rats are now added to the pool of enemies from round 10, instead of being possible to get from round 1.
- Reworked the ancient mimics a bit. The reflect with perma death in SY was a bit unintented, so mimics don't have reflect anymore. Instead it uses a freezing aura which damages all pets per turn instead. With the stat rebalancing and that aura it is likely stronger than before, but less rng involved. I also added ancient mimic points you get from them (currently hidden, but will have use in the future for a new pet). They will also drop a shinier stone instead of a shiny stone now! - Because the tenko fortunes were exploitable before I changed the way the seed works and she only gets fortunes if evolved to an adventurer now and if someone had more than one of the 1% fortunes before this version all but one are removed. - Some small bugfixes like usual.