Hello, little deities, and welcome to the 5th monthly update. This month has been intense in many ways, and though I've had less time than usual to continue development, I still managed to make some significant progress.
Last time, I talked about the updates to the faith system and the new rune-drawing system on the ground. Both seem to be working well, and this month I've continued developing these systems by integrating a UI that makes it easier to visualize the Power of Faith and Glory that the player possesses.
Power (the yellow sphere in the center) is the resource that allows you to cast miracles and runes. Faith is represented by the blue percentage bar, showing the contribution of faith from your citizens. The arrows, which can turn purple, indicate the trend of faith. Glory is another percentage value that tracks progress toward the next divine level.
I’m happy with the result—I don’t want to clutter the game with too much UI, so having all this information in a single spot seemed like the best idea.
In addition to this, I improved the weather system. You can now perform miracles to change various weather types. Plants react to the wind, and the snow system has been completely reworked. I’ve added clouds that grow, shrink, and change color, and added post-process effects to make the visuals darker during storms. I’ll improve it further in the future with sound effects and additional visual elements like thunder and lightning, etc.
(Sorry for the low quality, it is extracted from a larger video shot while using the engine, so it has a lower quality recording)
The rune and sign system has also been improved. Now, after drawing them, you need to confirm by drawing a circle around the rune to validate it or an X to cancel it.
I’ve made progress on quests and tutorials as well, and I’ve created a first draft of the cinematic system. So far, I haven't advanced much with the tutorials because I’ve been focusing on polishing what’s already in place. I hope to continue this work in November.
If I were to describe the current state of the game with a metaphor, I’d compare it to writing a book. It’s as if I have a lot of material ready, at least enough for a demo, but I still need to gather all the scattered pages and write the story in an organized way.
There are still two major features missing (which I’ll tell you about in the future), and there’s plenty of polishing and tutorials/quests to prepare. So, stay tuned and make sure you don’t miss any news.
And we'll finish with an update on the citizen rework: our 3D modeler Victor has completed the modeling of the new citizens. We just need to add more detailed and colorful textures, but they've already been integrated into the game.
As always, if you have any questions, curiosities, or suggestions, feel free to comment below ːsteammockingː
See you soon, and keep following us, little deities!
PS: You may have noticed I’ve updated all the screenshots on the Steam page. I’ll gradually update the entire page as development progresses. I’d love to hear what you think. Thanks again, everyone!
HorrorDriven: A story for the road - ZonedOutScavenger
Hello!
Here are the patch notes for two new updates that further improves the game based on player feedback.
1.0.4
Reworked some immersion breaking sounds.
Allowed the player to use flashlight in some quest locations later in the game to make them easier to navigate.
Improved the layout of a certain quest location to make it easier to explore.
Fixed a bug that would prevent the player from beating one of the game's endings.
1.0.5
Fixed a bug which would prevent the car from correcting itself if it turned over.
Reduced enemy difficulty on all 3 difficulty settings. by adjusting chase distance, running speed and detection distance. The biggest difference is on Easy and Medium enemy difficulty while Hard difficulty was barely changed.
Here's the translation with formatting codes retained:
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Opening Statement
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**Hello everyone,**
Welcome to the RSP Steam Developer Update. This video will showcase the progress on weapon handling in *Redshift Point*, including the migration of weapon animations from UE4 to UE5 skeletons and optimization of all weapon models for the demo version.
Firstly, we’d like to clarify a point: some of you may have noticed that we haven’t released many of the previous weapons yet. This is mainly because some models developed by the previous project lead weren’t properly optimized, and many assets seemed to lack consideration for actual gameplay. It's like a beautiful building with a hollow structure and insufficient support, requiring significant technical adjustments and fixes on our end.
We believe that many of our supporters are still eagerly awaiting more demonstrations and content updates. Now, over to *Redshift* team’s charming *Senior Animator Thangh*, who will provide a detailed introduction to the weapon system.
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Real Project Status Report
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We apologize for not being able to update with substantial content immediately. After taking stock of their assets, we found that many of them were still in the prototype stage. Since we have only recently taken over, my expectation for the development logs is that they reach the content volume of other AAA projects at the initial stages of development (for example, the 2021 development update for *Ready or Not*).
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Rebuilding the PvE Survival Shooting Experience:
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In designing the game’s animations, we aim to maintain a sense of authenticity and solidity while incorporating stylized elements that make the weapons feel unique and appealing.
We can’t set the standards too high right now, as many of the assets left behind are still in prototype stages. My expectation for the next two weeks is for the development log’s content volume to reach a level comparable to that of early updates in other AAA projects (such as *Ready or Not*’s 2021 development updates). Step by step—emotional decisions and vanity are devils we must avoid.
In this update, I’ll introduce our approach to rebuilding the combat system. We need to redesign the gameplay experience to ensure the combat feel and story elements do not conflict. In the first-person perspective/weapon showcase animations, each weapon animation is crafted frame by frame.
We need to redesign the combat experience. For each weapon to showcase its unique characteristics, many factors must be considered to ensure they feel distinct rather than like simple copy-pastes. Weapon size, weight, and ease of use, as well as how the character handles reloading, weapon checks, and other actions.
Moreover, weapon usage should be tied to the story, reflecting the personality and style of each faction and character. For example, a New American soldier using the PADR weapon platform https://www.youtube.com/watch?v=tcHcAbkzFzc
The timing and duration of actions are critical to the player’s combat experience, especially when reloading. Since our game leans towards a more realistic survival and tactical gameplay style, the action rhythm must encourage players to adopt a more cautious and strategic approach rather than just relentless shooting. We’re reworking many elements. However, the action length must not be too prolonged to the point that players feel it wastes too much time.
For assault rifles, for example, each weapon will have at least four different reload methods: ● Two regular reloads, including a retention reload and an empty magazine reload with retention (averaging 3 to 4 seconds);
● Two emergency quick reloads, including a fast reload and an empty quick reload where the player discards the magazine to save time (timing varies depending on the weapon platform).
This way, players can choose to retain the magazine if the enemy is at a distance, or discard the magazine for a quick reload in close-range combat to re-enter the fight faster. Reload animations must also be carefully positioned to avoid blocking the screen center for too long, impacting the player’s field of view. If an animation indeed obscures the view, it shouldn’t stay in the center of the screen for more than a second.
In addition, the camera shake effect also requires careful consideration. We manually adjust each action’s camera shake to enhance the animation’s expressiveness, ensuring moderate intensity to avoid severe visual distortion that could disrupt the player’s experience.
This way, players can choose to retain the magazine if the enemy is at a distance, or discard the magazine for a quick reload in close-range combat to re-enter the fight faster.
Reload animations must also be carefully positioned to avoid blocking the screen center for too long, impacting the player’s field of view. If an animation indeed obscures the view, it shouldn’t stay in the center of the screen for more than a second.
In addition, the camera shake effect also requires careful consideration. We manually adjust each action’s camera shake to enhance the animation’s expressiveness, ensuring moderate intensity to avoid severe visual distortion that could disrupt the player’s experience.
By the way, we’ve shown too many AR-platform animations based on real-world designs, and it seems there hasn’t been much news about new guns. So let’s talk about some upcoming new guns in the pipeline. Here’s a sneak peek of the new weapons on the way.
QBZ-207, a model provided by our community member Wu two years ago. Thanks, buddy :)
Finally, here’s the Rheinmetall-Herstal SKG14, which we are still working on:
How are you doing? Ready for Halloween and the horror game sale? 👻 We are for the pleasure of participating in this festival and giving a discount on our game. Enjoy this horror festival with us! Happy Halloween. 🎃
Thank you to everyone who downloaded our demo and gave feedback. Initial feedback was generally about the UI. We immediately implemented these requests and released the update today. Here are the release notes:
1. Quit button on main menu is now under Play button. It was difficult to understand meaning of Home icon. Which was quit to desktop :-) Now it's clear.
2. Some players asked why towers were not attacking the target. That's why we've added target types to the tooltips of the tower building buttons.
3. Due to the second request, we decided that it would be a great idea to add some data such as life and damage when clicking on the towers.
4. Finally, the feedback "I don't understand what that green thing is that helps to upgrade towers or unlock abilities on the perks screen" was very clear :-) We made it so that it is now clearly visible when you save the village. That green thing is Diamond :D
Thank you again to everyone who took the time to play our demo, give feedback and add Save The Village to their wishlists. Thanks to you, our motivation increases and we become happy.
The list is growing ever smaller as things are checked off, with just 4 items left before the Stockpile update goes live!
Remaining items on the to-do list are now:
Clean up local object collector
-``GetNearestObject``
Unified object structure
-Master type ptr to specifics
Stockpile, engine, and backend updates
Due to the number of updates, additions, and fixes done to the Gods and Idols engine and backend it is likely there will be some uncaught bugs slipping through. So please report any bugs you may encounter after the Stockpile update goes live, the sooner I'm made aware of an issue the sooner I can fix it.
And with that it's time for me to say, for the final time: Stockpile update will arrive Soon The next news will be the countdown to update release!
How are you doing? Ready for Halloween and the horror game sale? 👻 We are for the pleasure of participating in this festival and giving a discount on our game. Enjoy this horror festival with us! Happy Halloween. 🎃
- NPC can pee when they are hit or die (optional) - added mirror - mirror can be moved and rotated - mirror can be resized - mirror can be zoomed in/out - NPC can lean on the mirror when they collide with it - NPC legs are relaxed when they are leaning on the mirror - NPC can be pushed to the mirror - NPC can be thrown to the mirror - NPC can be thrown by the mirror via levitation spell - added lip syncs for avatar - temporarily removed FemaleHealer character to remodel - added weapon grab button in weapon info menu - added auto spawn button for guillotine, pillory and mirror