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Dixotomia: results for March!


New month - new month's results! Here are the latest Dixotomia VR development notes πŸ“
[h2]Game Design [/h2]
April was rich in new systems for our project!
Enemy spamming system
The essence is to create a challenge for the player, in which he takes turns eliminating waves of enemies eager to destroy him.
The system can contain several modes:
Mode 1. Spavn opponents after the last opponent is eliminated. at the same points;
Mode 2. Spavn opponents after the destruction of the last enemy, in other points;
Mode 3. Spar opponents on a timer, in the same points;
Mode 4. Spavn opponents on a timer in new points;
Which mode would be the most interesting?
Dialog System
The very thing that all decent games have, but it is not as easy to implement as it seems! And we, as self-respecting developers, are obliged to add it!
For greater immersion in the game world, interaction with it and obtaining key game items, the hero will have to actively communicate with non-player characters!

Dialog System
The very thing that all decent games have, but it is not as easy to implement as it seems! And we, as self-respecting developers, are obliged to add it!
For greater immersion in the game world, interaction with it and obtaining key game items, the hero will have to actively communicate with non-player characters!

Additional bot behavior traits
To make the combat system more interesting, we (or rather our game designer) decided to add unique traits for enemy mobs.
Now for more details: we have added a system for detecting hiding places. Bots can analyze the space around them and find the best position to attack. They can also run between shelters, sit in ambush and throw a grenade if the fight is delayed. The system is quite well optimized and does not cause frame sag. So far the change has affected only shooters, but we are working on other bots too. In particular, an update on the boss will be released soon.
These features are designed to diversify the battle, create a more dynamic environment on the battlefield, well, and of course, complicate the life of the player (:
Destructible Objects and Interactions
Since we still respect ourselves and the player, the game must have exploding barrels (not bayan, but the base!), well, and similar objects. Again, so that life does not seem like honey!
Throwing objects of the environment
In addition to interacting with exploding objects, decided to add objects of the environment, which can be thrown at opponents! More variety on the battlefield!
[h2]3D ΠΈ Level Design[/h2]
Worked on the audio component! Now such events as hitting the shield, shield explosion, various swings are accompanied by very atmospheric sounds. But let's skip the details of such unnoticeable, at first glance, but not very important changes, as the elaboration of light and sound on the locations, and go straight to the more beautiful part!

Screenshots of improved locations
We continued working on the location "Factory", we have already finished all geometry and all modular objects. This month we will do texturing and assembling of the location and its surroundings (wait for juicy screenshots), but for now so:

Created new environment items, conveyor belt for the new location "Factory":

Showcases for Vivien Tower. There was an idea to make them destructible during the boss battle, but so far this feature is only on the pencil:

And a juicy holographic table to go with it:
All in all, it's been an interesting and busy month, the work is boiling πŸ”₯
And we're still waiting for your feedback on the game, any feedback is important for us and will help us to make the game better!
See you soon!