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Showing posts from November, 2024

Nyctophobia development progress - 7

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 7th development progress post! Updated points: - now LookAtMe's clear requirements are made. - fixed bugs on repositioning normal & ghost monsters. - Added original animation for LookAtMe, then added more simple screen effects. Every time the player obtains the clear stack, the camera will be zoomed in more, limiting more sight - Started making new boss ghost monster - Digesting Room - as soon as boss stage starts, player will be locked into the room. There is only one correct path, and player needs to go through the right path for 3 times. Going through the wrong path will decrease the size of the room, and going to wrong path for specific amount of time will make player GameOver. Currently considering about a way to show visual hint for the correct/wrong paths. I wish I could finish making the system of Digesting Room by next week, and start working on more items. I need to consider more for new items, but there are only a few types of items in Nyctophobia yet. Thanks for re...

Nyctophobia development progress - 6

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 It's been 2 weeks since my last post, sorry for that. This is my sixth development progress post. There were not many things that has been developed since I was trying out some effects and VFX, which are the things that are new to me. I needed to go through study, then trials and errors. Anyway, let's get started. 1. Added things Ghost Boss Monster - LookAtMe - It approaches to the player quickly from somewhere. Player cannot run away from it. - However, it slows down when it is close enough to the player. - When player looks at it, it gets slower again, but player will consume huge amount of MP continuously while looking at it. - still considering about the way of defeating it. Potential method will be not looking at it over 20 sec+ or so. - When player is looking at it, screen will be covered by noise effect, zooming the screen. Boss Ghost Monster Stage entrance effect - now when the boss ghost monster stage starts, the effect will show up as the image shown below. Next thin...

Nyctophobia development progress - 5

5th  development progress post for Nyctophobia is here! From last prototype version share, I received several feedbacks about the play experiences, so I spend most of this weekdays' time on fixing and adding things based on those feedbacks. 1. things that has been added or changed - It seemed like players were not able to realize the current status of the candle and be game over due to continuous MP damage from the turned off candle. I thought that this happened due to visibility of candle's current status, so I added an image UI showing current status of the candle. For now, it has three status in total: turned on, off, cannot turn on. - I received a feedback saying that it is hard to realize the methods to get rid of the boss ghost monsters. So as a least hint, I created an UI that has a format of current stacks gained/required total number of stacks (ex. 1/3). It only shows up when boss stage starts, and thinking of making custom hint ui for each boss ghost monsters. - Also,...

Nyctophobia development progress - 4

Another development post here. For this week, I tried to fix some bugs and change default sprites into something else to have some more details on my first MVP - very first beta version. Hence, there is no specific development content this week. Instead, I brought my very first prototype version of Nyctophobia! Nyctophobia will be having maximum play time of 10 or 15 min in later days, but for this version, the player is expected to survive for 5 minutes only.  For controls, common control system has been used. WASD for movement, and Space Bar for turning on/off the candle. https://drive.google.com/file/d/1qq5Pra0kdnOUAp-kmPAmvoiuvUHUFXAT/view Thanks!