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Over the past few weeks, I've implemented some gameplay mechanics, with a primary focus on the environmental hazard, which I had some fun, as it's represented by a massive monster.

 

1. Environment Hazard:

- The Environment Hazard is represented by a giant monster; I adjusted its size to make it appear threatening to the player.

  - This monster serves as a challenge to cross a bridge, taking inspiration from Demon Souls by populating the area with numerous enemies to emphasize that the environmental hazard can affect a broad area.

  - Deciding on the monster's size and position was a bit challenging. I scaled it enough to cover at least a third of the screen, creating a sense of threat without making it too large, which could become confusing.

  - The placement was also a decision point. I chose to position it slightly above and at an angle to cover the entire bridge with its attack. The distance is set so that its fire attack appears as a moving beam, indicating that it's mobile and can be evaded.

  - Currently, the monster cannot be killed, but I'm still thinking about it.

 

2. Environment Hazard Trigger Wakes from Afar:

  - I've implemented logic that allows the monster to wake up only when the player gets sufficiently close.

  - It remains in a dormant state to indicate that it's not active.

  - Upon waking, it emits a roar to signal an impending attack (sound to be added in the future).

  - There's a 10-second delay from the moment it wakes up to when it unleashes its fire attack, giving the player time to cross the bridge.

 

3. Fire Attack:

  - I haven't added the VFX for the attack yet because I want to focus on the logic first to save time.

  - I've included a debug red line to denote the attack's area.

  - The attack has a range from left to right.

  - It inflicts substantial damage, capable of eliminating enemies in a single strike, but not the player. However, it deals a significant amount of damage.

 

4. Door Lever Logic:

  - I've also implemented levers that, when activated, open previously closed doors.

  - Additionally, there's a logic for triggering a cinematic that I use to showcase unlocked doors that are far from the player's current location.

 

5. Boulder Trap:

  - The boulder trap triggers when the player is descending from an incline.

  - To escape the boulder, the player must run and reach a passage in the wall.

  - I'm not entirely satisfied with this trap, and I'm considering modifying it as there is a risk of it feeling a bit unfair since the threat comes from behind.