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INSPIRE News

INSPIRE - June Report

Hi all!

It's the end of the month, so that means time for another monthly report.

June has been a month where I focussed on streamlining the questing experience and the game's overall flow. I've finished the final quest for the game so the play can now be played in full! Which is a significant milestone for me. Obviously, everything currently in development is subject to change, but the main questline is done and final.

As I've previously mentioned, I'm planning a new playtest. I was going to do a playtest before my holiday but seeing bug reports streaming in whilst laying at the beach isn't the right way to enjoy a holiday lol.

Next to the quests, the following features and additions have been implemented in June:

Economy system and shops.
The major cities in the game now have shops, where the player can buy and sell items.

Dust Peak Levelgeneration.
One of the cooler zones(in my opinion) is a mountainous area called "Dust Peak". The past month I've finalized this zone to ensure it's populated and all the random generation algorithms are implemented.

Damage Types & Resistances)
One major change this month is the addition of Damage Types & Resistances. Now all enemies do a certain damage type. The player can counter this by eating the right consumables, which each have their own buffs. The player can only eat so much though, so make sure you choose your food wisely!

Ambush Sites
The final addition to the game this month is ambush sites. These are randomly generated hidden locations that trigger enemies. Making each zone more hazardous!

Those are all the new updates for INSPIRE this month, Make sure to tune into next month's devlog to see the implementation visually.


I hope you all have a wonderful weekend!

-Nick


INSPIRE - Devlog 4

Hey everyone,

I'm thrilled to share with you all a new devlog for INSPIRE.

I've made some massive steps in the past month, I managed to finally find a massive performance issue that has been hampering the game for months. A small shader trick I used to show my player when it is occluded was actually causing a lot of performance issues. So happy to announce a performance gain of roughly 30fps(That is gain, not max thankfully ;)).

I've managed to finish all the milestones I set for the past month, so some exciting new features have been implemented! Looking forward to hearing your thoughts on the new features!

[previewyoutube][/previewyoutube]

I hope you have an awesome day!

-Nick

INSPIRE - May Report

Hey everyone!

I hope you're all doing great! It's time for our monthly update on the progress of INSPIRE, and I'm really excited to share what I've been working on.

- Levelgeneration & leveldesign Stormfall & Arctic Ridge

Over the past month, I've been focusing on two key areas: Stormfall and Arctic Ridge. I'm happy to say that I've completed the level generation and design for these locations, and they're looking pretty awesome! You'll encounter enemies, encounter fascinating animals, find valuable loot, and stumble upon hidden secrets as you explore these levels. I'm really proud of how they've turned out.

- Treasure Hunting

One of the new features I've added is Treasure Hunting. I wanted to give players a sense of adventure and the thrill of discovery, so now you can embark on quests to find hidden treasures. And hey, if you manage to uncover some treasure, you can sell it to vendors in Realle. Just watch out for those pesky aliens who might be guarding the loot!

- Explodables

Inspiration can come from unexpected places, and while playing God of War Ragnarok, I had a blast tricking enemies into explosive barrels. So, I've introduced a similar system in INSPIRE. You'll have different types of damage at your disposal, like lightning, fire, explosion, and poison. It adds a new layer of strategy and excitement to the gameplay.

- Seasonal Content

Seasons in the game have taken on a whole new meaning. They're not just there for aesthetics; they now have their own unique events. You'll notice changes in the environment, like certain plants blooming only in spring or some animals going into hibernation during winter. It adds a realistic touch and makes the world feel alive.

I'm really looking forward to sharing more visuals in the upcoming devLog, so make sure you're following me on social media and subscribe to my YouTube channel. It's a great way to see the progress firsthand.

Wishing you all an amazing week ahead, filled with inspiration and adventure.

Take care,

Nick

INSPIRE - Devlog 3

Hi Everyone,

I'm excited to share with you a new devlog for INSPIRE!
April has been another packed month of development, with lots of exciting new features being added.

I managed to get the following milestones done for April:

* Watchtower & Friendly Patrols
* Level design Stormfall & Arctic Ridge
* Alien Worm Enemy Type
* Levelgeneration Jungle & Desert
* Alien, Survivor, Animal Ecosystem

Next to this I also managed to fix a longstanding bug, find out more about that in the devlog!

Feel free to give me any cool ideas in the devlog's comments!

[previewyoutube][/previewyoutube]


I hope you all have a fantastic weekend!

-Nick

INSPIRE - April Report

Hey Everyone,

Excited to bring you another monthly update with regard to the development of INSPIRE!

The following milestones have had the main focus the past month:

- Resistance Patrols & Resistance Watchtowers.

I've further updated the game's battle system to include dynamic patrols and watchtowers being built to aid you in your battle against the alien invaders. Now you don't have to battle the aliens on your own anymore.

- Level design Stormfall & Arctic Ridge

Each month I try to flesh out the world of INSPIRE a bit more and in the past month, I laid the groundwork for two new zones called Stormfall & Arctic Ridge. Stormfall is inspired by Iceland and Arctic Ridge by Spitsbergen(Which I visited earlier this year.) Tune into the May Devlog to see how these turned out!

-Enemy Design Harvester

I've finalized one of the main enemy bosses in the game. The giant worm-like creature from the trailer! This 'Harvester' will roam Dustpeak, a rugged mountainous zone. The creature will have multiple attacks and destroyable parts, making for a very tough battle!

- Level generation Ancestral Jungle & Endless Sands

The next step after the level design is level generation. This is the population of the levels with enemies, loot, dynamic events & seasonal events. This I've completed for both the Ancestral Jungle & Endless Sands. Both give unique gameplay experiences. The Endless Sands has a massive Dune-like sandstorm that you have to be wary of. The Ancestral Jungle has some very hazardous flora & fauna.

- Ecosystem

A small coding change, with great gameplay benefits, is the creation of an ecosystem that separates animals from the aliens. This seems terribly logical now that I write it down lol. But beforehand both animals and aliens had the same tag, making them both a team against the player and friendlies. But now that they are separated it makes for some great generative gameplay where a group of panthers might corner a few aliens, or a group of aliens killing the deer in an area.


That's all for this month's monthly report! Make sure to keep an eye out on the socials and YouTube channel for the next devLog for a more visual representation of the above-mentioned points!

I hope you have an awesome week!

-Nick