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Archive for March, 2015

Blog 10/03

Only two more days before Milestone 3 so we have continued to improve already implemented game elements.
We have improved the HUD for both the investigator and the ghost child. Investigators now sees what keys he has picked up and how much ammo he has if he has a gun equipped.  The ghost child sees its health if it is visible or invisible and how how many traps is available to use. When something is on cool-down the text color of that thing is turned red.

The Spirit has now its animations for walking, normal attack and its special one hit wonder loading/attacking.

More sound has been implemented to the game.

The wall trap has a new modal witch is two nails on ether side of the walls and a sting that stretches between the nails. When the trap is triggered the spirits mouth emerges from the floor and bites the investigator.

A lot of assets to the house are done and more are coming until en of the week.0310

Blog 06/03

This week we have focused even on fixing and improving existing futures in the game, so not many new things has been added to the game.

these are some of the things that has been improved or added.
The spirit AI who now can do what we call a death stare. The spirit has a chance to spawn behind one of the investigators, stands behind him for five seconds while doing a creepy animation, when the time is up the spirit charges the investigator and instantly kills him, the investigator can get away if he is far enough away from the spirit when it tries to charge.

Instead of increasing the intensity on the lights for the ghost child we now add a post effect when the child is close to a lamp. The post effect increases the exposure bias, adds a bloom effect and set a new depth of field. This makes it extremely hard to navigate around the house if the lights is on.

lightghost

The child can now teleporte through doors to make it more mobile. The downside with using this is that you drop the items you are carrying when teleporting.