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Blind Descent Monthly Update #10



Hey, everyone!

This month, we were extremely busy with trying to complete the demo. We were aiming for late December or early January, but unfortunately the amount of required work exceed our expectations. We are truly sorry that we have to postpone the closed demo event to February. This will give us enough time to complete the missing parts and fix the game-breaking bugs. Due to complex nature of gameplay systems and so many unintegrated assets we've created in the past two years, it caused tremendous amount of workload that we couldn't foresee. Everything is getting together pretty well so far and it's great to see that we are getting the gameplay feeling that we aimed for, but the game is not ready for a true gameplay experience for now and requires additional time. A demo test at this point wouldn't go so far, so we decided to postpone it. It's more like a construction site that requires cleanup and this is what we will do in the meantime.

To enlighten these difficult and complex gameplay mechanics, we would like to show one of them for the first time: Inventory Management.

In Blind Descent, we wanted to provide an immersive adventure experience. This is why we went with a 3D inventory system, where you can see everything you have in a 3D dimensional space. You will be able to put your things on the shelves or wardrobes, and this will populate your house and give you a better sense of home and where you belong to. But creating a 3D inventory system is hard. We have to put some extra work on user experience and item creation. Interactions between objects, how we store them, how we pick them up and many more become way more complex than traditional UI-based inventories, but we believe they are worth the effort. We look forward to giving you a taste of it during our closed demo event and hearing your feedback about your experience as well!

[previewyoutube][/previewyoutube]
Carrying items on your hand is another way to interact with objects. Some items may be too large to be stored in a backpack. In such cases, you can carry them by hand or place them on a cart. This means the preparation of extra animations and integrations. But when all this comes together, it's a truly satisfying and consistent gameplay experience that we have aimed for.

[previewyoutube][/previewyoutube]
The environment, the creatures, plants, resources, consumables, drinks and so on. There are so many layers of things that affect each other. But this is what creates an immersive survival game experience. It's really hard to build an ambitious project like this, but we are getting there and we are excited to see what you think about the gameplay once you participate our closed demo event. It will be a huge milestone for us and it will change the way we have worked so far. We are truly sorry for the delay, but we are working hard and we hope to bring a good demo experience that you will hopefully enjoy.

Thank you so much for your patience, and merry Christmas!

Discord: https://discord.com/invite/GeQ926zEyn
Twitter: @theblinddescent
Website: https://blinddescent.net/