Grave Prosperity: Part 1 cover
Grave Prosperity: Part 1 screenshot
Genre: Role-playing (RPG), Adventure, Indie

Grave Prosperity: Part 1

The Count Down Is On!

Alright! So that charger came in, I got everything all squared away, and now the Demo is just awaiting review from Valve! So once that's done we'll be playing that demo!

I'm pretty excited about this! It's my first time working in full 3D, and this has been a year in the making. Every bit of it has been spent learning both Blender and UE4 and building as I went. I hope you all have fun with this! It's essentially Grave Prosperity and House of Velez rolled into one- but in 3D.

I'll be back to announce when the game goes live! Thank you all for supporting my work throughout this crazy new transition!

Demo Update

Hey everybody I got some bad news!
The demo is gonna get pushed back a tad because my main laptops's power supply just bit the big one. I already ordered another one, but with the holiday traffic I don't expect it to be here until sometime next week.
This isn't anything catastrophic, but as you all know I was hoping to be finished completely before the new year. With this minor setback it doesn't look like that's going to happen.
It is what it is though. As soon as that power supply gets here it'll be back to getting the final touches done! Just wanted to keep you all in the loop.

The good news: I am literally staring at the finish line for this thing. Everything from the last update has been implemented already and I ended up deciding to add in some more little features after that. So no worries for the game itself, I'm very happy with the way it has turned out!

GP - The Final (DEMO) Update

Here we are! The last big update before the demo is ready! Anything past this point will be in regards to delays for that "by or before the new year" release window I'm trying to hit. Things are looking good though, so I'm not even worried about it.

So on to the update! Today I have a look at the official title screen for the demo, and a full demonstration on its combat system. The demo is titled "The Vestigial Princess," and it is going to be treated as its own little chapter that leads into the events of Grave Prosperity, opposed to being a section of the main game.

The Title Screen:


[previewyoutube="wWQngBLK5YI;full"]


The Combat System:


[previewyoutube="_uO3cHd9p1Q;full"]

This demo introduces a new character and expands on the story that will be present in GP. Keep in mind that the character models that we've seen up to this point will not be the same ones in the final game.
This is for the better.
The new models blow these out of the water, but I'm going to wait on showing them off until after this demo is finished and out of the way. The only reason is because I already had the current models and animations made by the time I made this new discovery, and I didn't want to sink too much unnecessary time into updating the graphics for a demo designed to show off general mechanics and gameplay.

Anyway. That's it for now! As of typing this up, there is very little left to do for the demo. Just some minor UI tweaks here and there, and getting the sound effects into those death scenes. After that it's off for a little play testing, and if it's good to go then I'll be submitting it over here for Steam's approval!
Then the real fun work can finally begin!

GP - A Really Big Update!

Hello everybody! It's that time again! Time for the next update!

So this time I have some pretty big changes for you all! So let's start from the top...

DEATH SCENES



The brutal cinematic death scenes from the previous games (Older versions of GP and HoV) are making a return! Only this time they're utilizing the awesome power of UE4's sequencer.
Although they are still treated like a cutscene in the game, they are no longer static. What this means is that each death scene can be played dynamically from anywhere the player is standing in the world. So instead of an FMV that plays the same camera cuts, from a pre-determined position, these death scenes occur relative to Amber's location and rotation on a map.
Instead of trying to explain, let me show you an example, using the first two deaths that can occur from the latest enemy: The "Amber Doll."

Death From Back Attack
[previewyoutube="QR0wIndJiFY;full"]

Death From Front Attack
[previewyoutube="hT7ry6mXLkM;full"]

CHANGES



The Inventory
Originally I was wanting a system much more similar to that of Resident Evil, with a limited inventory, and a need for utilizing rout planning around that.
Well it seems that sort of an inventory is still outside my scope of "developer skill," so instead we have an unlimited inventory that works closer to an expanded version of the one from House of Velez.
Just without the save anywhere function.



The Monsters
Our cast of baddies has greatly expanded since the previous builds of GP, and I'm very excited to see them utilized! So here's a look at some concepts and translations into Blender and/or UE4!

The Known

Scavenger


Laughing Dolls (Lily Dolls)


The Unknown

Defect


Distorted Flesh


Imperfectus Spinalis


Amber Dolls


Looming Child


Miracle


Screaming Lantern


Stillborn Wanderer


And still more....

Upcoming Demo



Soon I plan to have a demo released for this final version of Grave Prosperity! The entire section of the game I want to use for the demo is already fully built and playable. Right now I'm just getting the death scenes made (You've seen the first two above) and then I need to get the music and sound effects put together after that.
I also want to get a good user-friendly options menu made. It's something I've never had in my previous games, but now that I've got a good engine for it I want to have key rebinding and music and SFX sliders so the player can better customize their experience. As well as performance options for more/less powerful machines.

If things continue to move as smoothly as they have, then I am expecting to get this demo out to you all before the end of the year!
But of course if there are any changes or hang-ups then I'll be sure to let you know.

I hope you enjoyed this rather lengthy update! Can't wait to make the next!
Take care of yourselves and be safe out there!

GP - Machete Combat!

Another update! And it didn't take 6 months to get out this time!

Today I'm showing a quick combat test using the machete's light attacks. And I figured the best test dummy for this demonstration would be our good friend, the Scavenger! It's still fast, and it can still be brutal if you're not fast enough!

For the sake of this test I don't have the attacks and dodging taking a toll on the stamina bar. I just want to show off how the moves look, and the various ways they can finish a Scavenger. The cool thing is this is just the Scavenger. Each enemy-type will react differently to Amber's attacks, and they will all be executed in unique ways as well.

As mentioned above, these are just the light attacks. Amber also has a 4 hit heavy attack combo at her disposal. The effects of those will be shown at a later date.

So imagine being able to quickly swap between firearms, using OTS shooting mechanics, and the machete, using hack n slash mechanics. This is the goal I'm headed toward for combat in Grave Prosperity. Either option has its benefit depending on the situation.

[previewyoutube="eWyWn7POboQ;full"]

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="11aZ6HN6Mqs;full"]


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!