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Greetings everyone, it's me, Tib!
I have a new testbuild for you all, I've been adding quite a lot of things, and while I'm too tired to provide a proper changelog, here's a quick rundown:

-Added a load screen, maps will now properly load, and in the future, each map will have it's own artwork, load music and description
-Added some graphical settings in the options menu, including a performance counter
-Added a few new levels, although none of them have any "real" content just yet
-Started building up the player again, currently you can walk, sprint, jump (with a new landing animation)
-Improved the pause menu further
-Improved the in-game notification system
-Added the ability to toggle the mouse cursor (F7) in case I missed a trigger and it doesn't appear when it clearly should
-An easter egg

*Columbo's voice*
Oh and just one more thing
We tried setting the renderer to OpenGL but... it has SOOOO many issues that for now it's just not worth it.

You can find the download for this update on our Itch page!

( https://hornedlizardstudios.itch.io/predation )

Thank you <3
-Tib

Comments

PizzaGulper

Just an observation that you probably already know. In the 3d apartment the sink and surrounding counter doesn't have a physics box, so you can just walk into them. I was actually wondering about the jump mechanic. Whenever you land, you lose momentum and stop moving. This definitely does seem realistic, but does slow down the flow of movement noticeably. This might get a bit frustrating, unless we are going for more of a anti power fantasy curve, where your character is much more limited to what a real person could do. I really like the idea of that as the sort of feel of the game. Is that what you are going for?

HornedLizardStudios

Before the engine switch, we had a movement system that I was testing out, which gave Amber / The player A LOOOOOT of movement speed. You could sling yourself forward, jump high, run fast etc... But after considering the direction of the game, we wanted to tone it back down a lot more, and make the player much more vulnerable and slow. As I build the player controller more and more, the idea was that every action will have it's own animation, and each action will also have a "cooldown" animation. You can already see this happening with us having a "landing" animation, which stops you for a brief moment as Amber recovers from a jump. The loss of momentum might change, depending on how we build future maps, and what everyone else feels is better! That's why we need plenty of feedback! So thank you ^^