Dev Log #9

Paragrowth

Paragrowth is Survival RPG game placed in giant dark forest. Scavenge and explore countryside areas overgrown by trees and mysterious living roots. Find hideout to survive nights full of paranormal activities. Hunt mutating prey for ingredients to inject enemies abilities into yourself.

[b]Hello Everyone! Filip, a Paragrowth developer here.[/b] Here's another report on the latest developments in the game. [img]{STEAM_CLAN_IMAGE}/41229140/09f4b89ff9e7f8fa99d4fb2d3e0e86ee518f05ad.gif[/img] September's work resulted in progress for different parts of the project. In [u]first half of September[/u]: I continued my work on mesh generators. I've developed scripts that generate randomly shaped holes in walls and surround them with bricks. It also can be used on wall/plate destruction sequences which will have valuable applications later on. [img]{STEAM_CLAN_IMAGE}/41229140/22cea7c5d3333adb0a6eb3b85add0217bc0e8d5d.gif[/img] This method will be especially useful for creating unique destroyed buildings. In many games, hole models are pre-designed, but my approach offers a unique outcome for each wall, and it's faster, since I don't have to spend time modeling multiple wall-with-hole variations for every type of wall in the game. Pre-designed wall holes have benefit for polishing it's model much more, but well... I don't need it for alpha/beta version of the game. Additionally, I made progress on location generation. A cool but simple thing I've added is a generator that constructs walls from a few parts I provide. I prepare about 7 different logs, and the generator creates a unique, random wall, for each chunk of the building wall. [img]{STEAM_CLAN_IMAGE}/41229140/c3616bd2b71f571447a8ef1e75f939713c330f0b.gif[/img] Coupled with the generators from the previous month, this speeds up the generation of overgrown vegetation inside buildings and offers the potential for automated generation in future iterations. Here's a sneak peek inside an old, abandoned wooden shed. So, to generate it I used the tools I made in the past month: [img]{STEAM_CLAN_IMAGE}/41229140/5cb8e5b47966c9344e0b094a9b48a8779497c108.png[/img] Now the [u]second half of September[/u]. I've implemented basic traversal features, allowing the character the ability to climb walls and swiftly jump over obstacles while exploring different areas. [img]{STEAM_CLAN_IMAGE}/41229140/a7f53d7d9c3424991bf02283fe4b2b02eb3449fe.gif[/img] And jumping over lower obstacles. [img]{STEAM_CLAN_IMAGE}/41229140/f4290d43e88d7997c9c81b81db5fdcf2211da2a1.gif[/img] Changes have also been made to the character's backpack setup. Now, items will attach to the backpack instead of the character's back, offering a more realistic feel. You see here full gear, from the right to left - Light melee weapon, small gun, throw item (granade), heavy melee weapon and heavy gun (but first find ammo for that 😶) [img]{STEAM_CLAN_IMAGE}/41229140/eeec31595bb0ed7841b0f45e32bc7a480d03bd41.gif[/img] I also recorded full audio for corrupted human creature and made combat animations. The combat system was untouched yet. [previewyoutube=CUvMLSPNssE;full][/previewyoutube] For the upcoming month, I plan to continue enhancing the characters system (combat and overall management) and work on locations generation.