GP - The Next Update
It's been a good 6 months since the project started, and the last update- So it's probably a good time to chime in and let everyone now how things are going!

Since September last year the game has undergone lots of changes and graphical updates as I've grown more as a 3D modeler. Amber's model has wen't through a bunch of changes, and there's been quite a few new monsters added to the original roster too!

The biggest change that's just recently occurred was in the perspective of the game's camera. I was wanting the game to be played in the classic fixed/dynamic cam view, and it was working out great for a long time. But then once I started adding more of the mechanics that are familiar to GP into it, things started to get complicated. Trying to keep the fast paced nature of the original in this version, along with the dodging mechanics, and the ability to damage enemies based on where you hit them, all while using a fixed cam perspective with tank controls simply wasn't working out. It was becoming more of a hassle to control than it was fun. So I decided to take it back to a TPS perspective using OTS when shooting.
This way has been working perfectly!

I mentioned having the ability to damage enemies based on where you hit them above. This goes back to a sort of RE4 damage system when shooting the torso limbs or head of monsters. But I decided to take it a little farther than that. You can also shoot the eyes out of the monsters' heads and blind them if you're good enough. Doing that will change the dynamic of an encounter. But it won't be as simple as pointing and shooting, like we're used to.
Amber will become stressed the longer she's involved in an encounter, and that will cause her hands to start trembling, and you guessed it, that's going to make shooting a whole lot harder if you don't have the supplies to calm her down.

Out of ammo? Well the machete is also making its comeback. And when using it, combat flows entirely differently than using a firearm. Amber will have a new set of abilities with the machete, including the ability to execute badly damaged enemies. This is the system currently being worked on, and I can't wait to see it come together!

Resource management is also a big thing this time around. Not just with your inventory, but also with your stress, stamina, and light. Stamina is used when running, dodging, and fighting with the machete. And when Amber's stress meter maxes out, her stamina will slowly begin to drain. Her phone also tends to easily overheat, so it will require a little time to cool down if it's been used for too long.
Route planning will usually dictate what all you take with you when you're exploring the world. If you know you're going into hostile territory, maybe grab some stress relief and health supplies to make the trip a little less rough? Clearing areas of monsters can make your life easier, but it won't be an easy task!

So there's been a lot going on over the past 6 months, and this game will be much much larger than it's ever been before! Look forward to more awesome updates as things progress!

Since September last year the game has undergone lots of changes and graphical updates as I've grown more as a 3D modeler. Amber's model has wen't through a bunch of changes, and there's been quite a few new monsters added to the original roster too!

The biggest change that's just recently occurred was in the perspective of the game's camera. I was wanting the game to be played in the classic fixed/dynamic cam view, and it was working out great for a long time. But then once I started adding more of the mechanics that are familiar to GP into it, things started to get complicated. Trying to keep the fast paced nature of the original in this version, along with the dodging mechanics, and the ability to damage enemies based on where you hit them, all while using a fixed cam perspective with tank controls simply wasn't working out. It was becoming more of a hassle to control than it was fun. So I decided to take it back to a TPS perspective using OTS when shooting.
This way has been working perfectly!

I mentioned having the ability to damage enemies based on where you hit them above. This goes back to a sort of RE4 damage system when shooting the torso limbs or head of monsters. But I decided to take it a little farther than that. You can also shoot the eyes out of the monsters' heads and blind them if you're good enough. Doing that will change the dynamic of an encounter. But it won't be as simple as pointing and shooting, like we're used to.
Amber will become stressed the longer she's involved in an encounter, and that will cause her hands to start trembling, and you guessed it, that's going to make shooting a whole lot harder if you don't have the supplies to calm her down.

Out of ammo? Well the machete is also making its comeback. And when using it, combat flows entirely differently than using a firearm. Amber will have a new set of abilities with the machete, including the ability to execute badly damaged enemies. This is the system currently being worked on, and I can't wait to see it come together!

Resource management is also a big thing this time around. Not just with your inventory, but also with your stress, stamina, and light. Stamina is used when running, dodging, and fighting with the machete. And when Amber's stress meter maxes out, her stamina will slowly begin to drain. Her phone also tends to easily overheat, so it will require a little time to cool down if it's been used for too long.
Route planning will usually dictate what all you take with you when you're exploring the world. If you know you're going into hostile territory, maybe grab some stress relief and health supplies to make the trip a little less rough? Clearing areas of monsters can make your life easier, but it won't be an easy task!

So there's been a lot going on over the past 6 months, and this game will be much much larger than it's ever been before! Look forward to more awesome updates as things progress!