GP - A Really Big Update!
Hello everybody! It's that time again! Time for the next update!
So this time I have some pretty big changes for you all! So let's start from the top...
The brutal cinematic death scenes from the previous games (Older versions of GP and HoV) are making a return! Only this time they're utilizing the awesome power of UE4's sequencer.
Although they are still treated like a cutscene in the game, they are no longer static. What this means is that each death scene can be played dynamically from anywhere the player is standing in the world. So instead of an FMV that plays the same camera cuts, from a pre-determined position, these death scenes occur relative to Amber's location and rotation on a map.
Instead of trying to explain, let me show you an example, using the first two deaths that can occur from the latest enemy: The "Amber Doll."
Death From Back Attack
[previewyoutube][/previewyoutube]
Death From Front Attack
[previewyoutube][/previewyoutube]
The Inventory
Originally I was wanting a system much more similar to that of Resident Evil, with a limited inventory, and a need for utilizing rout planning around that.
Well it seems that sort of an inventory is still outside my scope of "developer skill," so instead we have an unlimited inventory that works closer to an expanded version of the one from House of Velez.
Just without the save anywhere function.

The Monsters
Our cast of baddies has greatly expanded since the previous builds of GP, and I'm very excited to see them utilized! So here's a look at some concepts and translations into Blender and/or UE4!
The Known
Scavenger


Laughing Dolls (Lily Dolls)
The Unknown
Defect



Distorted Flesh




Imperfectus Spinalis







Amber Dolls


Looming Child

Miracle








Screaming Lantern



Stillborn Wanderer






And still more....
Soon I plan to have a demo released for this final version of Grave Prosperity! The entire section of the game I want to use for the demo is already fully built and playable. Right now I'm just getting the death scenes made (You've seen the first two above) and then I need to get the music and sound effects put together after that.
I also want to get a good user-friendly options menu made. It's something I've never had in my previous games, but now that I've got a good engine for it I want to have key rebinding and music and SFX sliders so the player can better customize their experience. As well as performance options for more/less powerful machines.
If things continue to move as smoothly as they have, then I am expecting to get this demo out to you all before the end of the year!
But of course if there are any changes or hang-ups then I'll be sure to let you know.
I hope you enjoyed this rather lengthy update! Can't wait to make the next!
Take care of yourselves and be safe out there!
So this time I have some pretty big changes for you all! So let's start from the top...
DEATH SCENES
The brutal cinematic death scenes from the previous games (Older versions of GP and HoV) are making a return! Only this time they're utilizing the awesome power of UE4's sequencer.
Although they are still treated like a cutscene in the game, they are no longer static. What this means is that each death scene can be played dynamically from anywhere the player is standing in the world. So instead of an FMV that plays the same camera cuts, from a pre-determined position, these death scenes occur relative to Amber's location and rotation on a map.
Instead of trying to explain, let me show you an example, using the first two deaths that can occur from the latest enemy: The "Amber Doll."
Death From Back Attack
[previewyoutube][/previewyoutube]
Death From Front Attack
[previewyoutube][/previewyoutube]
CHANGES
The Inventory
Originally I was wanting a system much more similar to that of Resident Evil, with a limited inventory, and a need for utilizing rout planning around that.
Well it seems that sort of an inventory is still outside my scope of "developer skill," so instead we have an unlimited inventory that works closer to an expanded version of the one from House of Velez.
Just without the save anywhere function.

The Monsters
Our cast of baddies has greatly expanded since the previous builds of GP, and I'm very excited to see them utilized! So here's a look at some concepts and translations into Blender and/or UE4!
The Known
Scavenger



Laughing Dolls (Lily Dolls)

The Unknown
Defect




Distorted Flesh





Imperfectus Spinalis








Amber Dolls



Looming Child


Miracle









Screaming Lantern




Stillborn Wanderer







And still more....
Upcoming Demo
Soon I plan to have a demo released for this final version of Grave Prosperity! The entire section of the game I want to use for the demo is already fully built and playable. Right now I'm just getting the death scenes made (You've seen the first two above) and then I need to get the music and sound effects put together after that.
I also want to get a good user-friendly options menu made. It's something I've never had in my previous games, but now that I've got a good engine for it I want to have key rebinding and music and SFX sliders so the player can better customize their experience. As well as performance options for more/less powerful machines.
If things continue to move as smoothly as they have, then I am expecting to get this demo out to you all before the end of the year!
But of course if there are any changes or hang-ups then I'll be sure to let you know.
I hope you enjoyed this rather lengthy update! Can't wait to make the next!
Take care of yourselves and be safe out there!