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This week was a pretty fruitful and I got a lot done!

I spent a lot of time developing rooms for this level section, and I've gotten into a rhythm with creating them, as long as I have ideas.   Since they're so interchangeable, I'm throwing a lot of stuff at the wall, and if something doesn't stick, its very easy to just delete it.

I did get caught up in a lot of bug fixes, some attacks behave and aimed wrong depending on which direction your character is facing, so that needed adjustment.


Some of the puzzles in that I've come up with (mostly traditional ones that I really want to include), can be trivialized with Meridiana's movement.  Between her teleport and jumping glide, there is a lot of stuff she can skip.   
I've worked around this a bit by adjusting the puzzles. (For example, some puzzles get a bit windy if you jump.)  

But I've also adjusted the regen of stamina a bit as well.  This is all just changing numbers, and isn't a change in mechanics.   Stamina will generally regen slower, but can be sped up through sex, or later rest or potions.  So this will kinda give players the choice to waste some stamina in order to bypass a puzzle, or save the stamina and figure out the puzzle/trap.  This is something I was planning or adjusting anyway, but I'm just testing it a bit earlier now.


I've also spent a little time learning a bit about how some animation systems work in unreal, and while I don't want to stop to change things now, in the future this might allow me to make somethings animate a little better!

Also did some research with Nanite in Unreal Engine 5, and it seems like it can be used to do some really cool, efficient stuff, so I'm excited for that someday as well!

I definitely want/need to release a build this month, so expect that in the next couple weeks!  It'll focus on this modular changing level section, just to keep the build a bit smaller.


Thanks so much for the support.  Stay safe and have a wonderful week!



Files

Puzzle and Trap rooms

I've been building trap and puzzle rooms for a game level. The idea is that a set number of pre built rooms will be strung together in random order every time you play the level. This video is a few of the rooms strung together(I only have a few more that aren't shown at this time) Some of the are puzzles, some are traps, and some have combat sequences. Its been a lot of fun, even if the puzzles so far have been pretty simple. I'm hoping to start off simple and get more complex as I go, instead of trying to make complicated puzzles right away. https://www.patreon.com/Mithos56 (NSFW)

Comments

Anonymous

One thing you could do is make some movement abilities into unlockables. This way, you can have puzzles early on that would otherwise be trivially beaten. Another benefit is that you can have places that can be revisited with the new abilities that now have a different nature, because how the player interacts is different, now that they have additional tools --- perhaps, for example, you have a t intersection, where you can only access one direction without teleportation, or maybe you have a "hub" place where you can find/access more exits, each going to new places, with the relevant abilities. This can be, if done properly, rewarding to the players, rewarding them for remembering that place they couldn't reach yet now that they can with a double jump ability or what have you, or rewarding people replaying the game or playing any kind of new game plus for developing strategies for what order they do things in. Not that you have to follow any of this advice, (as if I could make you, anyways lol) just some ideas! This would be a very metroidvania approach to the level design, (though in 3d instead of 2d,) which has been done before plenty, but it's an evergreen idea. But it's also just one possible idea, out of many valid and fun ideas for level design. Just trying not to step on your toes or sound demanding or sound like this is the only thing I or any of the rest of your audience would be happy with I guess lol I mean let's face it were all here for the tiny outfit that character is wearing.

Anonymous

Ah, just reread the part about it being modular. I guess that would make some of these ideas hard to implement, so maybe my advice doesnt fit the project lol. Still, modular is also good, adds replayability in it's own way when done well, maybe even more so.

Anonymous

Looks realy good

Anonymous

Very nice

VitAnyaNaked

<p style="color: #008600;">Perfect! You did a really great job on the puzzle and trap rooms, glad you provided a video of it!</p>