First Entry

posted in Mikael Henriksson for project Tracked Mind
Published May 31, 2018
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Welcome!

This is the first entry of my development blog for my project 'Tracked Mind'. In my blog posts I'll mostly let you know on what I'm focusing on and what has been changed, fixed or added to the game. Let me know if there is something specific that you would like to know about the game!

 I released an alpha version (1.0) which was tested by a very small audience. In that version of the game you couldn't really do much not even die). You could move around, different footsteps would play depending on the material underneath you, open/close the inventory, interact with doors and equip a pistol (the pistol did not work at all).

I created two small levels for the audience to walk around in, with a few "scary" events happening on the way. There were no enemies on any of the levels (since you could not do any damage to the enemies anyway. It all in all you could get to the end in a couple of minutes. That was the state of the game back in early February 2018.

What has changed since then? I decided to write down the biggest changes so far. So here are the patch notes for Alpha version 1.1:
 

General changes

  •  Added menus to the game. Main menu, graphical options menu, pause menu and so on.
  • Added a new interaction system. You can now interact with a lot more objects then just doors. For instance: light switches, buttons and drawers. 
  • Added controller/gamepad support (Tested with an Xbox 360 controller for PC).
  • Added rumble/vibration to the controller.
  • Added a new outdoors level to test video/post process effects.
  • Added a functional pistol that can do damage, impacts the environment with different effects and sounds depending on what material the bullet hits. It is possible to "aim down the sight" which makes the shot more accurate. The bullets are now also able to affect physical objects. 
  • Added a functional shotgun that can do damage, impacts the environment with different effects and sounds depending on what material the shells hit. The shotgun is stronger but inaccurate at a distance (since the projectiles in the slug spreads). It is possible to aim with the shotgun but the main character will simply raise the weapon closer to the camera.
  • Added a melee weapon, mostly for testing different ideas for a melee system. It is possible to do damage to the AI and block incoming melee attacks. The block function needs a lot of work before it's though.
  • Added different enemies with working AI for testing. They can be hurt, killed and hurt the Player. The enemies will either wait or walk around the levels (some are sometimes walking far away from their starting position so during testing the enemies have turned up in surprising spots and truly scared me! They can also see and hear the Player. Firing a weapon, walking and running makes noise.
  • Added footsteps and a "noise" system. The footsteps will make less noise and make the Player harder to notice if they crouch and easier if they run. 
  • Added visual effects such as: A red flash when taking damage or a white flash when blocking melee damage. (Hopefully making it easier for players who are hearing impaired to play the game).
  • Added a Health system, the Player can now be hurt and also die!
  • Added a "Stress" system. The Stress meter raises if the Player takes damage, and the only way to lower the meter is to hurt an enemy with a melee weapon. 
  • Added different types of "headbobbing" and camera movement.
  • Added several screen effects.
  • Added a lot of new sound effects (too many to list).

 

  • Various other minor things added.

 

Bug Fixes

  • Fixed the Stamina meter not lowering when sprinting as planned.
  • Fixed a bug which caused the Player to not being able to "uncrouch".
  • Fixed various bugs which caused lower framerate in certain areas. 

 

  • Other minor fixes.

 

KNOWN ISSUES

  • Melee system is not working at certain distances.
  • Bullets can cause physical objects to move in "unnatural" or illogical ways.

 

A lot of progress since the last version of the game, but still a long way to go :)

Take care!

/Mikael Henriksson

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