
Greetings to all those who care about the fate of an ordinary worker, who by chance found himself on the backside of an alien world in his underwear.
We start keeping DevLogs, in which we will describe the game development process in detail. Today we will tell you what we are working on at the moment and what we are preparing for the future.
[h2]They say green slime is damn good for my skin[/h2]

It is found throughout the game: in huge acid puddles at the factory, inside parasitic mushrooms and of course in bio-blocks. Ramming bio-blocks at huge speeds before was quite an exciting process, but it felt like something was missing. It was missing an impact.
If the bio-blocks are filled with green slime, let it spread out in all directions covering everything around itWhen a bio-block is destroyed, acid droplets fly out in different directions. Each particle is a physical object that is removed by contact with the surface, and in its place creates another object — an acid stain. In order to properly apply the acid stain effect on the blocks, you need an additional camera, which isolated draws the stains in a special texture to further blend it with the game blocks.
Before drawing the spot texture, the additional camera copies the main camera's parameters and synchronizes it (position, camera window size, etc.) so that the spot mask is applied evenly. When the secondary camera has rendered all the spots, it passes the finished spot texture to the game block materials to mix it with the block texture internally through the alpha channel of the block itself.
Method of drawing acid stains on environment tilesWhen a bio-block is smashed by a player, an acid layer is applied to it. The acid layer effect uses a couple of common graphic tricks: Dissolve, Simple Noise.

A layer of acid color is applied on top of the main character texture through color multiplication so that the outline of the character can be seen through it. Over time, the player "dries out" and for better visual perception, a Dissolve effect is used, which uses a Simple Noise texture to blend the layer unevenly.
The more time elapsed, the darker the noise texture, consequently lower the mixing threshold and weaker the acid layer outline[h2]My life is a rage mode[/h2]

In Gennady, the player is constantly running along a lengthy corridor, avoiding traps and monsters whenever possible. How to make such gameplay even more dynamic? Add more speed!

Rage mode is a special condition in which the character is accelerated very strongly. In order to enter this state, you need to accumulate a special resource — fury. Fury is accumulated by killing monsters, destroying bio-blocks or by continuous running. After accumulating enough resource the player can enter the rage mode by pressing a button.
The transition to the rage mode is accompanied by a special animationAlthough this state gives a lot of speed and dynamics, in order to stay in it the player needs to carefully approach the gameplay. A couple of hits or a temporary stop will take the character out of the rage mode and the player will have to get it up again. Such speeds take some getting used to, but the feeling of the game changes radically. A lot of mechanics related to artifacts and upgrades are tied to the rage mode. But we'll tell you about it another time.
[h2]Job openings at the meat processing plant[/h2]
We've started developing the mobs for the first biome, both visually and technically.
Concept art of the first biome's mobsYou can't meet just anyone in an alien factory. In addition to the usual workers who are waiting for their lunch break, there are all sorts of parasites hiding around, waiting for a fresh batch of appetizing biomass.
At first glance you can't tell, but the local creatures exist in a strict hierarchy.
The hierarchy of the alien worldBones are not valued in this world. Skeletal beings are used as slaves, forced to do the dirtiest work, or are even used for minced meat — let's call it bone discrimination.
[h2]Primitive, but not really[/h2]
Since the first biome of the game is the very beginning, the mobs should correspond to the level of difficulty. But for all the primitiveness of their behavior, sometimes you can get a tentacle on the head, or worse — a stone. There are, of course, more interesting representatives. For example, mimics who hide in a mass of bio-blocks. Or slimecleaners, who live in the bowels of the plant and are responsible for cleaning up spilled green slime.
A nervous worker just wants to eat his sandwich, he's completely understandableAlso among the bio-blocks are these larva, which are highly prized among some merchants. I wonder why... Maybe because of the taste?
We thought it would be interesting to make a living currency that takes a little more hard work to collectThey vary in size and speed and can be killed. Collecting larva quickly and in a timely manner will ensure that the player has a well-stuffed wallet. Or in this case, underpants.
[h2]And more... [/h2]
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