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Devlog #4: Significant Game Design & User Interaction Changes

Hey everyone, it’s been quite a while since the last devlog. Before we begin, let me thank you all for supporting us. We have almost 500 wishlists right now. I know it's not much, but we are grateful that 500 individuals think our game is worth checking out.
Let's begin with the devlog...

Current Game's State

The game is in continuous development, and we are currently working on designing new enemies. Coming up with the first three was easy, but now that we are adding more, we are having some difficulty adjusting their behaviors and appearances. Since the game has a dual-tone art style, many enemies look bad or blurry when seen from far away. We can't change the art style at this stage, as we've already marketed it based on its visuals. So, we are sticking with it for now. (Yes, it's a rookie mistake—we didn't consider future consequences before choosing this art style.)

We are currently working on adding two new enemies and planning to add a few more so the game won't look bland and repetitive.

The two new enemies include:
P.S.: Some of these might not make it to the final game version, so keep that in mind.

[h2]Hell Hound[/h2]
[h3]Ground Type, Ranged Shooter[/h3]
Behavior: Spawns randomly on high ground, shoots the player when it sees them, teleports to a new location if the player comes close, and has a huge HP—more like a mini-boss. The game will notify you with visual cues when the Hell Hound has spawned. It appears after the 3rd wave and only once per wave, though it can sometimes appear in the 4th and 5th waves in the same run. Its attack deals small amounts of damage, but if left unchecked, it can be lethal.

[h2]Earth Worm[/h2] (in Future Roadmap)
[h3]Ground Type, Head-on[/h3]
Behavior: Spawns in the ground and digs its way up to the surface, looks for players around it, and hits them if they come within its attacking range. It's like a slapping hand that surfaces through the ground and smashes you like a bug (weird example). They can't chase or shoot you; they remain in one position, making them easier to kill. However, be warned—they slap really fast, so if they catch you, you can't escape.

[h2]Toxic Slime[/h2]
[h3]Ground Type, Poisonous[/h3]
Behavior: Spawns randomly when you kill the Dynamight. Chances are low, but once they spawn, they chase you indefinitely. They are slow but leave a poisonous trail behind them. If you step on it, you will get poisoned and take damage over 5 seconds. They are hard to kill since half of the bullets deflect off them due to their slimy nature.

[h2]Dragon[/h2] (in Future Roadmap)
[h3]Flying Type, Kinda Boss[/h3]
Behavior: Spawns in the last wave. It's kind of a boss—it spawns only once, has huge HP, deals a lot of damage, but doesn't have unique boss moves. It has only one phase, so you don't have to worry about it being revived multiple times. The main reason for this design is that it's not an action-packed game; it's a fast-paced arena shooter. We want to create enemies that don't take much time and aren't Dark Souls-hard. We aim to add fun and engaging elements (I don't know how to animate cool moves either).

Visual Changes

Now, let's talk about some art and visual changes in the game (these are not available in the demo for now but will be after the game releases).

[h2]Player's Visor[/h2]
As you know, the old player's visor was just triangular shapes with no design. The new look is more fitting and goes with the game's art style.

OLD VISOR:


NEW VISOR:


[h2]Art Style[/h2]
As you've seen in the new visor's image, the art style has somewhat changed. It has become darker than the previous blue-ish dark. Outlines have also changed; they are thinner and less pixelated. We also tinkered with post-processing a lot and added new graphical settings for you to enable or disable, to make it look good or have a nice FPS boost.

[h2]Redefined UI Changes[/h2]
The menu hasn't changed much, but the overall color palette and UI design have significantly improved. It is now less clunky and flashy than before. We aimed to give the UI a boxy, stuffy, and bigger feeling, so we redesigned the whole UI. (These are subject to change and are not final.)

New Start Screen:


Minor Changes to Main Menu:


Settings Screen (some setting options are not available from the main menu; you have to be in the game to access them. This screenshot is taken from within a game, hence the different background):


Improved Leaderboard Screen (we added a badge system that gives players badges, or "watches," based on their leaderboard ranking):


This is the design system we are going with for other UIs as well.

[h2]Weapon Changes[/h2]

[h3]Twins[/h3]
Now let's talk about weapons. First, Twins (dual pistol weapon): we changed it from shooting physical bullets to raycast bullets, making them much faster and easier to aim. They also have a new model. The previous model was a placeholder and not designed by us. This one is a new and improved version of the Twins. They shoot the same, with no changes in behavior, apart from having more juice.


[h3]Chrono[/h3]
About Chrono (shotgun): not much has changed in its behavior. The only thing that changed is its model—it looks much cooler now. We refined some shader elements when the shotgun is active, making it look visually good and giving a sense of adrenaline when shooting. Bullet time for the win!


These were all the changes and updates we wanted to share. The devlog itself became quite long, so sorry for taking up your time.

Devlog #3: Demo is out Now! What to know before diving in

Hey everyone, it's going to be a short one.. some stuff about demo, tips and tricks

[h2]Demo vs Final Build[/h2]
There will be some major changes to the final build like New Enemies, New Maps, Ability to change game's whole art style, UI Changes, Mechanics and alot of new stuff. We'll be updating demo with the final build of main game too.. like less stuff but up to date with the main game. to give everyone a chance to try before purchasing and supporting..

[h2]Tips and Tricks[/h2]
We've added 4 sign boards for tips in the game so there's that.. for beating the timer fast? yea i dont think there is.. try to beat it without any glitch hehe... (clickbait intensifies)

ok i think thats it for this devlog.. it was just here for the demo announcement.. Enjoy, Good Luck and Have Fun :D

Devlog #2: Game Updates and Current Progress

Hey everyone, it’s been a while since our first devlog. I’ve been busy with real-life stuff, but now we’re back with Devlog #2! In this update, I’ll share our progress, game updates, and the main goal of the game. Also, get ready for the third devlog, which will come out with the demo. Let’s dive straight in!

[h2]Wave System and the Game's Objective[/h2]
We're adding a twist to arena shooters! Typically, these games have endless waves of enemies until you die. While our game is also an arena shooter, it’s not endless. Instead, you’ll face only 5 waves of enemies (3 in the demo). You start in an arena like usual, but the key difference is in how you play.

The goal is to clear these 5 waves as fast as you can. When you start a run, a timer begins with the first wave. It's all about speed and efficiency. As you progress, each wave presents new challenges, and you’ll need to be quick and strategic to beat them all in record time.

Time is recorded in Milliseconds but we are changing it to show it as in seconds.. with three decimals so yes.. mere milliseconds makes the whole world difference in the leaderboard position

Once you finish all the waves, your time is recorded and saved to a leaderboard on Steam. This way, you can see how you stack up against your friends and players worldwide. Compete to see who can clear the waves the fastest and claim the top spot. May the best speed runner win!

In Game HUD

[h2]Lore and how it effects the Game[/h2]
Our game's story is still being worked on and won’t be in the demo. But you’ll see some hints of it. When you start playing, you find yourself in a dark room in front of a computer. You can do different things on the computer, like starting the game and trying out different enemies one at a time.

In Editor view of a Isolated Computer Lab scene

In Game view of the terminal computer

For example, if you type 'test_svider' you'll see a scene with just Sviders to fight. And if you type other enemy names, you'll see scenes with those enemies. (available only in full release as its a bit buggy mess)

There’s also an option to learn about the game’s story, but that’s also only available in the full game. In the full game, you’ll find a digital library where you can read about how the world came to be and learn about the enemies you’ll face.

You'll also find lots of hidden surprises, called easter eggs, both in the story and the game itself. These are ideas suggested by our testers.

While our game isn’t all about the story, understanding the world it’s set in can make it more interesting. So, knowing a bit about how things came to be might add to your enjoyment.


[h2]Steam Achievements and Localizations[/h2]
We're thinking of adding five different languages to the game and lots of Steam achievements for players who love collecting them. Adding different languages can help us connect with players from around the world. We'll try to include these languages in the demo too, but we can't guarantee it just yet.

List of planned Localization Languages


[h2]Game's Progress[/h2]
It took us longer than we thought to finish the game—7 months instead of the planned 5. We admit, we tend to procrastinate a bit. But finally, we're just about ready to release a demo.

The game has improved a lot since our last update. We've fixed major bugs and made some big improvements to how the game works. But there's one thing giving us trouble: the Enemies AI. It's taking us a while to get it right, but we're working hard to figure it out.

Now, let's talk about the weapons. Originally, we were going to have an automatic rifle as the main weapon. But we changed our minds. Instead, we've created a pair of pistols called Twins. They're pretty cool.

Old Weapon Style

We've also made some changes to the enemies. They behave differently now. And instead of just using one weapon with two types of bullets, you now have two separate weapons.

The first one is the Dual Hand Pistols called Twins. They're fast and shoot one bullet at a time but keep pressing to shoot more since they are automatic weapons.

Dual Pistols (Twins)

In Game we are basically duplicating a single gun and using it as a dual weapon


The second weapon is a powerful shotgun called Chrono-burst. It deals heavy damage, but you have to charge it up first by killing at least 5 enemies. Once it's charged, you can unleash a devastating shot. But be careful—it takes time to recharge, so use it wisely. Save it for when you're facing lots of enemies or ones with a lot of health.

In Editor view of a Chrono-Burst Shotgun with pixelated outlines

In Game view of the weapon.. while its not that pretty to look at.. it is deadly when it shoots.

[h2]Level Design[/h2]
We're aiming to create a level that's simple and focused, like an arena. The idea is to keep distractions to a minimum so you can concentrate on beating the clock.

But don't worry, the level won't be boring. While we're not fans of heavy level design, we won't just slap down a plain surface and call it a day. We added some elements to keep it visually interesting without getting in your way.

[No Screenshots for this one, you will see it in the game]


[h2]Final Notes[/h2]
While we're not aiming to create the next UltraKill or Devil Daggers, we're working hard to get close to their level while adding our own unique touches. Sure, our 5-wave setup isn't in Devil Daggers, but that's what sets The Void Project apart.

This is our first big game, and most of the time, it's just the two of us (sometimes just one). It's also our first game on Steam—so, yeah, things could go wrong. But when the game is out, instead of hating on bugs or stuff you don't like, we'd appreciate constructive criticism. It'll help us make the game better for you.

Thanks for your support and being there for us. Sayonara!

Devlog #1: Final Art Style, How and Why!

Welcome to Devlog #1, well the second devlog to be exact.. this devlog will be more focused on how we achieved this pixelated dual-tone art style for our game.

Note: this shader was not entirely ours as we vastly expanded upon a similar in nature shader with CC0 License.

[h3]Here's a breakdown for the shader..[/h3]

[h2]Understanding the Foundations[/h2]

At its core, achieving that retro look comes down to three key elements:
  • Pixelation: We deliberately reduce the resolution to make the image blocky. Think of the iconic chunky pixels of early game characters!
  • Color Banding: The smooth gradients that we take for granted today simply weren't possible. Colors transition in distinct bands, creating a bold, almost posterized effect.
  • Dithering: To soften the harshness of the color banding, old games use dithering. This involves strategically placing pixels of different colors from the palette near each other, tricking the eye into seeing a wider range of shades.


[h2]Breaking Down the Code[/h2]

This shader tackles each of these elements step by step. Let's peek under the hood:
  • The Luminosity Factor: Calculating the pixel's brightness (luminosity) accurately is essential for proper color banding. Many simple formulas just average the red, green, and blue, but We're using a more accurate one that accounts for how our eyes perceive these colors differently.
  • Controlling Contrast: Adjusting contrast in this case isn't just about shifting brightness; it's about exaggerating it. Our shader multiplies the luminosity, pushing light areas even lighter and dark ones darker, creating a more stylized look.
  • Snap! – Creating Those Bands: This is where we force colors into distinct bands based on the pixel's brightness. By reducing the "bit depth" using clever math, we simulate the old hardware limitations.
  • Mapping the Palette: The shader dynamically figures out which two colors from our palette texture the pixel falls between. It's like carefully placing the pixel on a color ruler!
  • The Magic of Dithering: Time to break up the harsh bands! We use a dithering texture (basically a noise pattern), and compare each pixel's luminosity to a corresponding value on the texture. This determines whether to pick the higher or lower color from the palette.


[h2]In-Depth Explanation:[/h2]
[h3]1. Luminosity Calculation and Contrast Adjustment[/h3]
  • Accurate Luminosity: The shader uses a more accurate luminosity formula than simple averaging. Different color channels contribute differently to how we perceive brightness. This formula is essential for realistic color banding and dithering later in the process.
  • Contrast as a Multiplier: Notice how contrast is not added or subtracted, but rather multiplies the normalized luminosity. This has a non-linear effect, pushing darks darker and brights brighter without simply shifting the overall range. This can create a more visually punchy retro aesthetic.

[h3]2. Color Reduction for Banding[/h3]
  • Intentional Floor Function: The floor function is used to snap the continuous lum value into discrete steps. This creates the characteristic bands of color, simulating the limited bit depth of old displays.
  • Adaptable Bit Depth: The u_bit_depth(uniform var. in shader) uniform lets you control the number of distinct bands. A lower bit depth gives you a stronger, more obvious retro effect.

[h3]4. Dithering Logic[/h3]
  • Dithering's Purpose: Our eyes have incredible color accuracy, so the color banding alone would look harsh. Dithering breaks up these bands with a noise pattern, creating the illusion of additional shades between the palette entries.
  • Thresholding the Noise: The dither texture isn't directly added to the color decision. Instead, a pixel from the dither pattern is treated as a threshold. Based on its value, either the upper or lower palette color is selected.
  • Customizable Dither Patterns: The u_dither_tex(uniform var. in shader) lets you swap out the noise pattern. Classic patterns include Bayer matrices or blue noise textures. These patterns influence the visual character of the dithering.


[h2]The Power of Customization[/h2]
The beauty of a shader is how tweakable it is. I can crank up the pixelation for a super chunky retro vibe or dial down the color banding for a subtler effect. Plus, experimenting with different dithering textures lets me completely change the aesthetic!

Devlog #0: Playtesting to Release

it's a reupload from playtest community page (yea i accidentally posted it there oopsie)

To our incredible playtesters & supporters: we couldn't have made this game, this special without you! Your feedback, enthusiasm, and support mean the world to us. And of course, thank you to our families and friends for always believing in us. Let’s move on to the devlog!

[h2]Playtesting Update[/h2]
Playtesting phase has ended and with that we were able to fix and modify alot of stuff that was not annoying to us but to others.. this playtest helped us identify all those cracks and fix it.
First playtesting was a disaster with almost 80% users couldn't play the game.. we fixed this by migrating to a new project as it was some Godot Engine's bug that made it occur. then the playtesting went fine.. well it was joined by many but all of us know not everyone is dedicated and are there just for fun of it.. we had few playtesters but it was fine since the game itself is not that big.

135 Joined by which 20 or so helped with playtesting

This was the first phase of playtesting, we are working towards the 2nd and final phase after that the demo will be released to the public.

[h2]Demo Roadmap[/h2]
Demo will include everything that has been done till 80% completion of the game.. which will include 3 enemies and 2 maps and the leaderboard database will be entirely separate from the main game. No Story or lore, A game with everything a demo should include to entice players to get the full version.

Now since this is a devlog, let's talk about the game itself

[h2]Game's Status[/h2]
in November 2023 when we started working on this game, we were playing around with different shaders for that kind of UNIQUE art style.. we messed up in alot of spaces but in the end we settled with a one true art style for the game.. how you can define it is "Dual Tone, 3D Pixelated Art Style" we were at first planning to make it a PSX Styled game but it is way overused nowadays so while also using that style witih models, we added our own taste in it.

[h3]Visual Style and Behind the Scenes[/h3]
Ew

Ewer

wth is this..

and this...

we are getting close to final art style

cheap ahhhh level design attempt

look at this abomination

our failed try at making procedural spider animations

[h3]Player[/h3]
Let's talk a bit about Player shall we..
So the player model is literally just a capsule collider. nothing more to it. we added hands to make it look natural tho, and it sure does..

What player movement offers:
  • Movement based on the mix of old school shooters and new gen fast paced shooters.
  • Jumping, Crouching, Sliding and other small mechanics
  • Camera Shakes (you can turn them on or off)
  • Camera tilting when moving left or right to give that sweet juice (also toggleable)
  • Jumping, Landing and Weapon animations

Player's main weapons are Dual Wielded Pistols also known as Twins

Secondary Weapon is a shotgun known as Chrono-Burst. We are still working on it's model and mechanics so there's nothing to show right now.

[h2]Menu and HUD[/h2]

This is what the menu looks as of Playtest version 0.4, expected to change but not that much.


This is what in-game HUD looks as of Playtest version 0.4, expected to change but not that much.


[h2]Main Objective of the Game[/h2]
So you must be wondering if it's like all those other arena shooters where you endlessly slay enemies till u die. well its not like that at all..
we've changed quite a few mechanics from your traditional arena shooter..

Instead of being it endless waves of enemies. we made it so it's a 5 Wave (may change later) Run. and Time spent indicator you saw above is basically how long will it take you to beat all the enemies.. yes it's a speed running game.

Speaking of enemies.. there are only three as of now..

[h2]Enemies[/h2]

There are three types of enemies right now in the game.. we are planning to expand upon their variations aswell.. like for Svider we are planning to add different variations which will do different kind of damage to player and so on.

  • Skulls: Flying skulls that moves towards you like they got some grudge against you or something.. they are one shot but they usually travel in packs. if you destroy them they will respawn from the Tomb. unless you destroy the Tomb itself.
  • Svider: Spider but with the V. it doesn't hurt you but it will slow you down, well i lied, it kinda does hurt you.. not the slow making one but it's other variation which we will add later.. Poison and some other lethal stuff hehe..
  • Dynamight: Have you ever heard of Creeper from that nobody game "Minecraft"? yea? thats basically what this dude does. well it will roam around map freely if it spots you it will chase you to the deepest of hells and once near it will explode. (Minecraft don't sue us pls)

Their renders will be shown in the next devlog

[h2]RELEASE DATE???[/h2]
now we are at what you might've been waiting for. well the planned release date was March of 2024 but as you know its been delayed quite much.. now the planned release date is most likely August of 2024. We are avoiding June/July because of steam's summer sale going on.
DEMO will be released in June's Next Fest InshaAllah, although we are not participating in next fest unfortunately since deadline was in feb. Demo date is 10th JUNE 2024

this was suppose to be a 6 month game which is taking us almost 9-10 months.. well expected since we are two man team and both are really good procrastinator..

for two months this game will be solo developed by me (Rayyan) so expect some more slow updates.. but InshAllah.. we planned for August let's go for August!!