1. Grave Prosperity - part 1
  2. News

Grave Prosperity - part 1 News

Basic Combat Update!

As the last announcement promised, this update is on the combat system in motion! But instead of using the Scavenger, I am using another variant of enemy. A Miki Doll. These are like toned down versions of the Dolls from the demo. In this remake I want to try to be good about getting the player eased into the combat, unlike the original games. That means you won't be facing quick teleporting enemies right off the bat.
But you will eventually!

The clip shows Amber's new evasion techniques used along side her basic combo, running attack, and 3 different counters, along with an extension to her classic dash-cut. All of Amber's attacks can be cancelled out of with a block or dodge, making her extremely responsive. The only thing not here is the finishers I mentioned last time. I'm starting work on next.

[previewyoutube][/previewyoutube]

So after this the plan is to get the new "Execution" techniques made. And then move on to the gunplay section of combat, which will include new features like contextual stagger follow ups. Think RE4/5's melee attacks you could do on stunned enemies.
I'm sure the combination of the machete and the guns will provide a solid system you'll be able to experiment around with and create some badass moments of your own. Especially when the more advanced enemies start showing up to really put your skills to the test.

Basic Mechanics Update!

Time for another update! Development is going wonderfully. Amber's model has received a number of visual upgrades, and she now has some of her old moves back in the game, along with some new ones!

So first, she has her basic dodge roll and backflip again. But to add to that she also has a "quick dodge" now too! This will be a slightly more advanced move that will require better timing to pull off. It is an instant dodge that will allow you to not only avoid damage, but also resume the offensive immediately after without the need for re-establishing your position.
These things are shown below vvv

[previewyoutube][/previewyoutube]
Evasion techniques using machete and pistol

Amber's new visual upgrades

I think I want the next update to show a full combat demonstration against the dreaded Scavengers! I've already got them modeled and rigged, just need to get them animated. The combat using this new system should be lot's of fun when all of Amber's mechanics are made. Dodges, counters, blocks, and combos! And quite possibly some flashy finishers to top it all off!

The REMAKE

I have a quick look at some of the visual updates that are going into the final game!
As most of you already know, I made everything in the demo by hand. That means models, textures, animations- everything. Because of that the demo took a massive hit in the visuals department, but it was something I needed to do for myself at least once. I gained a lot from the experience, so I was happy with the results even if they weren't as good as they could have been.

Now for the full game I am actually dumping money into the assets where needed in order to make a better looking game! Here's some screen shots of Amber's model and the exterior of the Red mosquito Motel. And of course I tried to keep her design as close to the current game's design as possible.


Amber's REDUX Costume will be making a return as well -Blender Concept-


A new feature I've included is Amber will physically look at wherever the camera is pointed if she's just walking around or idling. It isn't anything huge, but it is something kind of fun that I've been wanting to try out for a long time. It also helps make her feel less static in the world.

Amber looking toward the camera's direction


Another perk to finally utilizing all of the tools I have at my disposal is the ability to create much better looking monsters! I used CC3 to get a base humanoid model and then sculpted it out in Blender to create this little lady!
-Blender Concept-

I plan to use the same method when I remake the Scavengers as well.


And that's it for the show and tell for now! Basically the game is going to look much better than the demo (I want to try to make it look like you're playing one of the cutscenes from the 2D GP/HoV the entire time. If I can do that then I'll be happy). The mechanics will feel about the same as the demo with some additions/tweaks to the combat. And it's going to be a ton of fun to get made for you all!

I'm not quite sure what the next update will be or when it will be, but I will be working on this every day until then!
Take care, everybody!

Vestigial Princess DLC Patch

A couple of things were brought to my attention recently, so I went ahead and patched them up!
  • Bug Fix- Steam VR is opened when starting the DLC.
    Turns out UE4 comes with a built-in plugin that opens Steam VR automatically. It's been fixed.

  • Bug Fix- A death scene debugger I was using got left over where pressing P on the keyboard would call The Looming Child (the giant hand) and it would kill you.
    Unexpectedly hilarious if anyone accidently found that one!


And that's that! This is just a demo for the full game, so I don't want to dedicate more time than necessary on this unless something really big comes up. I plan to place my full focus on the full game now.
Updates will be rolling in soon!

DEMO RELEASED!

I just got the go-ahead from Valve, so The Vestigial Princess DLC is now available! Be sure to check the system requirements, as they differ from the base game.

This one runs just like the others, so open the base game in your library after you download the DLC, and then select "The Vestigial Princess" to play.
Have fun!