Buying the album is a great way to support the continued development of the game. It also helps to just listen to it on your favorite streaming service like Pandora or Spotify, or just tell anyone who might be interested. There's previously unreleased music here, and in total is far more expanded than what has been heard so far.
The album is mostly ambient and horror soundscapes, some action music, some electronic inspired tracks at the beginning and end. Check it out!
Controller support implemented
Picked up a couple different controllers recently, XB1 and PS3/4. Abducted now supports them if this is your preferred playstyle. Moving right along!
This is the latest footage from the unreal 4 version of the game, showing off many of the new controls and gameplay elements. Remember this is still pre-alpha, but pretty soon this work will replace the older build on Steam.
Abducted using the latest PC-Mac Unreal 4.15
The port to Unreal continues, today Abducted is running with the latest Unreal 4.15 release code. This build runs on both Mac and Windows and runs at a very high performance. Here's some WIP environment shots... enjoy!
This vid shows the first working implementation of the 3D Arm and improvements to movement/jumping/controls generally.
She now has 3 kinds of jumps. A standing idle jump, a walking forward jump and a running distance jump. In addition there are sub-movements within those brackets... if you do a walking jump and stop moving partway through the movement, she lands and stops differently along a shorter path. If you run jump then stop your movement, she'll land and stop quicker. This will replace the scripted jumping in the original, no need to do that now. The player will be able to control what kind of jump he wants out of her whenever he wants.
Also shown here is how the different jumping and falling behaves differently depending on how the player walks off a ledge. This is a very complex animation system, much more than what could be done originally, and it will be refined further.
I'm still going to do the climbing system but how you interface with it will be a bit different. I think the thing to do will be to have an in-context screen prompt: When the player approaches someplace he can logically climb up, there will be a screen tip that says something like "use X to climb". In this case I think X will be your jump button, makes sense in context I think, when you approach that spot your jump button will be momentarily replaced by a "climb up here" button. If you move away from that spot, your jump goes back to normal. I may or may not trigger climb-down animations automatically, I know those were pretty cool but I'm not sure how much that's needed if I can give the jumping system (and therefore a jumping down system) more context.
There's tons of little improvements here too on movement generally, better camera controls and just easier/more responsive to move around. Some issues to improve but its getting there.
Actually this now completes all of her capabilities in some respect. There are rough implementations for everything she can do.
The Pulse blaster is present and can do damage. Press and hold to build up power is actually already there its just not visually reflected yet.
Shield is there in a minimal functional way (doesn't actually protect her yet)
Manipulate (world) works although its a bit rough.
Using the Arm is minimally implemented.
Related to this, I have the conversation system working for NPCs. Excited to do more with this because I had some cancelled scenarios in the original design I can now do.
She has a flashlight and it works. In fact leaving it on attracts attention to you, you become much easier to see for enemies and creatures.
Entering the Dreamscape works, you can move around Descent-style and reveal hidden things in the world.
You can zoom in to look more closely at things, which I think might work into a new 'inspect' system that allows you to reveal world details and find discoveries.