Hired 2 Die is a cooperative horror game for 1 to 4 players. Terrifying monsters haunt your workplace. Study them using the security system, survive by remembering that every change is permanent, and capture them with precise planning. Most importantly, finish your job.
Hey there! My name is Vinicyus, I am the lead game designer of Hired 2 Die. Today I would like to talk about what we have been working on.
It's been a pretty busy month, hence the delay in Devlogs. So, to compensate for the wait, in this Devlog we would like to show you various changes we made since our last post.
When we last talked it was about the tutorial, so it’s only appropriate that we begin by discussing it. We felt that the old tutorial was not up to par graphically with the rest of the game. Instead of only adjusting the textures, we have opted instead of redesigning the whole scene. Here are our results so far:
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Speaking of subpar graphics, we redid all the lighting in the project. We weren’t happy how players could easily navigate without any light sources. Now, navigating without a flashlight or turning the lights on will be a lot harder. Besides, the game looks a lot better now!
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Another problem that we tackled these last weeks was how similar both our monsters look. Even though they behave very differently from one another, we felt that they looked too similar and were hard to discern. So, we redesigned the second twin to have a different silhouette and better fit his design concept, we hope you all like his new look!
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On the gameplay front we improved the behavior of both Twins, making then harder to avoid and also act smarter. Various adjustments were made to systems that were not being used very often. One example is the radius that the alarms; previously they were too small to be useful. After various tests, we improved the system to consider walls and doors and attract the creatures more often.
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Finally, there are various small fixes and new additions: a new interface for the security system, new player models, anomalies, concept art and so on.
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As you can see, we have been very busy these last few weeks. Since we are now implementing new stages so we can finish a playable demo, we have decided to make the Devlogs monthly, that way we can focus more on the development of the game and still keep you guys informed.
That’s what we got this month! Thanks for your patience, keep tuned for all our new progress reports.
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