1. Grave Prosperity - part 1
  2. News

Grave Prosperity - part 1 News

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!

GP - What's Going On??

I've been keeping quiet here for some time now!
For reasons....

Actually for pretty exciting reasons! Ok, so to start off... Remember that combat patch i was working so hard on before? Well it started to become too much for the engine I was using to handle, and the game would pretty much just start going nuts at random times. Audio and visual glitches possibly due to overload. House of Velez suffers from similar occaasional audio glitches, but these were 10X worse. Not just background music, but even in-game sound effects would just outright refuse to play. Shadows would begin jumping from the background layer to the foreground layers. Things were getting out of hand...

SO!

Basically it was a losing battle, and I had to come to terms with the fact that the games I'm wanting to make are not best suited for an engine like Construct 2. I'm using large pre-rendered sprites of professionally made 3D models, and I'm using them to make full FMV's throughout the game.

So I had to ask myself: "Why not just go full 3D?"
I mean that is the style of game I'm dancing around and trying to emulate as best I can.

The reason is because I was afraid. Afraid of trying to learn 3D modelling, and afraid of tackling a professional grade engine.

Long story short, I had to suck it up and make it happen.
So I did!
I learned to model in Blender, recreated the Daz Studio models I was using by hand, and fully animated them. After that I started learning to use the Unreal Engine 4. Very fun!

I've been messing around with Unreal for maybe a month now. I tested an OTS/FPS style out for Grave Prosperity. It was cool, but not what I was looking for. Then I decided to go for the style of game I had been trying to emulate in 2D for all these years. The good ol classic survival horror cinematic style! It's been working out really well! I've been at it for about a week now, and it's coming along beautifully! I've just begun recreating the Red Mosquito Inn from the beginning of the game. Here's a look at what the game looks like right now:

[previewyoutube][/previewyoutube]

In-game screenshot showing the interior of the newly remake Red Mosquito Inn and the sawed-off shotgun.

Once this -err- "patch" is complete, it will obviously replace the current game here on Steam. And the price of the game will increase due to the increased quality of the game. Anyone who already owns the game as it is right now will get the update free, as it really is just a patch in the grand scheme of things.
I do want to keep the current game on the store page as a DLC though since there will surely be players who prefer the original. And that version will become free for everybody.

So that's it! That's what's been going on! A whole bunch a craziness and growing!

GP - Part 1 -- Combat Patch !Preview!

Since the last update a lot of things have happened! Some things have changed from the initial plan, and many have stayed the same.

This is a little preview of some features from the upcoming combat patch for Part 1! This is still an early look, but it's all coming together very well!
https://www.youtube.com/watch?v=f1Jw0lLJ0fs

There is still more to be done, and some more features to be added, but this is a pretty good idea of the bare-bones look of it! The exciting stuff is still to come! :D

GP - Part 1 -- Upcoming Patch - 2

Your light and heavy attacks in the upcoming patch are considered your "edged attacks." These are designed to attack enemy health.
Now there is a new addition to your arsenal called "blunt attacks."
These attacks are designed to attack the enemy guard gauge (Which is also a new feature). Blunt attacks are physical unarmed attacks that focus on impact, rather than cutting.

When the enemies go on the defensive, use your blunt attacks to wear them down! If you manage to completely exhaust their guard gauge they will become staggered, allowing you to perform a special edged attack that will knock a chunk out of their health gauge!

So when things start to get hairy, don't forget to hit that blunt, baby!
https://youtu.be/VTmZBKbaQn0

Next up I will be working on a move list the player can refer to, in order to perform unique attacks during combat.

GP - Part 1 -- Upcoming Patch

Before I get to Part 2, I am going to work a patch that will expand upon and revamp the current combat system. Right now it's a bit basic. I'm intending on expanding Amber's move set, and also the enemies'.
I want GP to have a more in-depth combat system, and this patch will be the one to make it happen!

At the moment I am adding in two different types of attacks for Amber. She will have light attacks and heavy attacks. Right now the basic 4 hit combo we already have would be considered as the "light attacks."

Below here is a test for the 4 hit heavy attack combo:
https://youtu.be/vZqJ7LG8lz0

There are quite a few more coming soon!