Broken Psyche Devlog #3

Broken Psyche

Play as a detective investigating his wife's disappearance. Suspecting the asylum she was researching, he infiltrates it, only to uncover a realm of horror. Solve puzzles, maintain sanity, and confront monsters as you unravel the asylum's secrets.

Hello once again, and welcome to my 3rd devlog of Broken Psyche, and for my American friends out there, happy belated 4th of July! Today I want to touch and showcase a little of the stress mechanic will work. There are many more mechanics and details related to the feature itself, but I will touch on some basic ideas on it. I will also showcase how stress buffs and debuffs work. Here is a video showcasing how you can turn a stress debuff into a stress "buff". Depending on the stressful situation the player is in, an icon on the top left or demonstrate that is worrying the player. In this situation, the player is in a dirty room that is a mess, so he has a debuff that is constantly adding stress to the player. You can, however, revert this by cleaning the room entirely, making it then more comfortable so the debuff turns into a buff now actually lowering the players stress. https://youtu.be/vbUXB-oL2oo As you can see, the debuff changes to a buff once the room has been completely cleaned. This room is now a great place to chill in case the player starts to get too stressed. There will be MANY different types of status effects, aswell as buff/debuff scaling the more or less stressful the situation is. For example, being in a room with a rotting corpse is stressfull for the player, but LOOKING at the corpse will double the effects. [img]{STEAM_CLAN_IMAGE}/45057992/820da1c4378844e45c26538573a11800a71c55df.png[/img] This image is an example of how stressful or stress reliving a scene can get. Each arrow represents the strength of the stress. As for the stress mechanic itself, there is too much to share in this devlog alone, so I will keep it simple and exciting by just showcasing how ther player vision and audio can be impaired. https://youtu.be/68-ocnoMS0s Depending the the side of the brain that is stressed, the player will see/hear different things. Right now there are only barebones effects, but in the game chasnges in the players stress will be much moere dynamic and game changing. I might touch on that mroe next time as well. Thank you for tuning into the 3rd devlog for Broken Psyche, and hope you stick around for the 4th!