Fleshing out all systems


DEVLOG #3

A lot of additions have found their way into Palpus X: Annihilation since the last devlog. 

I was tinkering a lot with some engine systems which will pay off later, but there's also many new things to see! (as below)

Almost all directly gameplay related features are functional now which means soon new monster types and level assets will find their way into the game (when I made them  ;D)

You will immediately notice the new Interface with healthbar and weapon charts /ammo counters & indicators

Lighting

The lighting system has been implemented for roughly a week now. It gives me the freedom to add a creepy sci-fi atmosphere to the game and one of the core features: Dark, very dark corners and hallways. After tinkering with the engines shadow system I came to the conclusion that I will not use it. I may return to shadows at some point, but as of now, all relevant objects use blob shadows, which look decent enough.

A flashlight helps to see in the very dark spaces of the underground facilities you will visit. Ambushes and surprise attacks by the alien monsters are always a possibility now!

Effects & Particles

Improvements and additions to the particles and miscellaneous effects like gibbing and explosions have been added. 

Destroyable objects like crates and barrels are pretty much feature complete (except secret rooms, they will be next) 

There may be some additions for aesthetic purposes later.

Pathfinding, Movement, Ammo

Many systems that already existed got revamped and polished up. Player movement is now a lot smoother with acual acceleration and the legs moving according to the players speed. The ammo reloading system had some bugs which I managed to eliminate completely. I'm very happy with it now. Last but definitely not least: Enemy AI. The monsters will never get stuck on a wall again, as their evil little brains figured out how to walk around an obstacle. Or in circles... You definitely can not hide from them anymore :D


What's to come?

New enemies, level environments, scripted events, interacting with the world, secrets. LET'S GO!


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