Steady work is being made on the new patch! Keep up to date by keeping an eye on the videos section!
Back In Gear!
Sorry about the lack of updates and communications, everybody! Life called, and it came with a new job that had me working 14 hours a day, 7 days a week!
But now that I have my schedule under control, I can get back to the work I love doing!
Alrighty then, so with all that said, I have finally been able to dedicate some good time to working this patch! Up to this point I have completely rebuilt the menu system from the ground up. People call GP a 90's throwback, and now it is more so than ever! The menu is directly based off from the PS1 era RE titles. It has some minor tweaks to it, but the layout is very similar.
Also, along with the menu upgrade, I have also done some work on the in game mechanics and visuals! Amber's model has been updated for the patch, and environments are now sharper than ever! Plus the use of firearms has finally been implemented! You can see everything in the videos section, or you can check it all out here:
https://www.youtube.com/channel/UCbSWoqKiWKVfhgV6zwjExRw
or here:
https://www.facebook.com/graveprosperityredux
None of this will be applied to the game until it is completely finished. I am actually having to completely rebuild the game for this patch, so once it is all done, it will be an entirely different file! The story is remaining the same, just the visuals and mechanics are being reworked.
So be expecting more updates more frequently now that I have all the time I need to work on this patch!
HUGE Renovations!
Alrighty everyone, I've been fighting doing this for a long time, but I have begun work on making things very different for GP: Redux. I've been a long time fan of the fixed camera style of gaming, but I have to accept that it only really works for actual 3D games. It was fun making something that resembled that, but the fact is that at the end of the day I am using a 2D engine and I cannot properly execute what I would like to be able to (Perspective wise).
So at this very moment I am reworking a lot of Part 1. To address some of its initial issues, I am going to be re-rendering all of the backgrounds. The JPEG format they were saved in really cut down on their quality (Which I was not aware of when I first started), so now they will all be in PNG to conserve their integrity.
Also, the biggest change, The entire game is going to straight platformer movement. So no more awkward proportions or camera transitions! This game has a ton of potential, but the most basic mechanics seem to cripple the experience for a lot of gamers. I don't want that. So in the very near future be expecting a very different experience in Grave Prosperity: Redux!
Combat Patch Being Worked On!
Part 1 will be receiving yet another patch! This one will expand greatly on the combat system, adding in many more attack combinations and counter attacks, and also a grappling ability to perform unique deadly attacks on different enemies. With all of these extra new goodies there will also be a "moves list" added to the pause menu to reference all the different attacks. The list will show the button combinations and a preview of each move they are attached to. I am hoping this will add to the versatility of play styles and of course add to the overall fun!
New Info on GP: Redux Part 2!
There are new screenshots in the Artwork section and a gameplay demo video up for Grave Prosperity: Redux Part 2!
Also, for anyone interested, a full video playthrough of Part 1 on the Hard difficulty has been added as well!
DLC Coming soon!- "Time To Kill"
The first DLC for Grave Prosperity: Redux titled "Time To Kill" is currently being developed! For anyone familiar with the classic RE3's minigame called "Operation Mad jackal," this DLC will be very similar to that idea.
Basically you will begin at one point of a stage and have to travel to the end of the stage within a certain time limit. Time will constantly deplete and you will have to defeat enemies along the way to replenish lost time in order to keep on going. The deeper you get into the stage, the tougher the enemies will become. If you run out of time or die, the game will be over and you will lose the points you gained in that session.
For each enemy you defeat, you will be rewarded with points (similar to EXP) that will go toward purchasing upgrades for future runs through the DLC. As of right now, the upgrades will consist of:
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*Unlocking new more difficult stages to challenge yourself further
*Increasing max health and guard
*Increasing attack power
*Unlocking more healing items
*Unlocking a Revolver
*Unlocking a Shotgun
*Unlocking an Assault Rifle
*Unlocking a Flame Thrower
*Unlocking a Rocket Launcher
*Unlocking Infinite ammo for each individual weapon
There will likely be patches added to include more playable characters in the future as well. Also, for players who like to gamble with chance, there will be a point multiplier available after completing a stage. If you're feeling brave, you can attempt a second run through of the same stage with the same stats you just finished with. If you succeed in your second run you will get double the points you made from the first run on top of whatever you earn in the second run through. If you fail, however, you will lose all the points from the first run and the second.
One more point on interest is an online VS. mode is also in the works.
2nd Patch Has Been Applied!
Change Log:
*Fixed Sound bug in Hotel
*Added Navigation Button (LT or SHIFT)
*Added environmental effects (Flies, roaches)
*Added ability to turn around while blocking
*Changed blood effects (Tweaked imagery, blood now remains on floor for longer)
*Reduced final boss's HP by half (The fight was too drawn out and made for a tedious experience)
Next Patch coming soon!
For the next patch, I will be addressing a couple suggestions from the players:
**Adding the ability to turn around while guarding.
**Adding a navigation button (Hold the Select button to display arrows that point in the direction of new screens)
*Fix sound bug in the Red Mosquito Inn.
*Adding environmental effects (Bugs, water leaks, etc.)
Difficulty patch has been applied!
After seeing what gamers had to say after playing Grave Prosperity: Redux I have come out with a patch that should address the main issues!
Changelog for Version 1.01
*Fixed spelling errors
*Added sprint function at the start of game
*Changed Amber's innitial walk cycle
*Added machete idle animation
*Changed Amber's Pause Menu avatar
*Added Easy Mode (Halves enemy HP and damage dealt by enemies)
*Added Normal Mode (Default difficulty)
*Added Hard Mode (Doubles enemy HP and damage dealt by enemies)
*Added Fullscreen option
*Fixed bathroom bug for the first aid kit
Thank you all for your feedback! It is always welcome and can go a long ways toward bettering this project!
Difficulty patch coming soon!
Very soon I will be releasing a patch that will include an "Easy Mode" and a few minor fixes and adjustments.
Adding:
*Easy Mode (Halves enemy HP and damage dealt from enemies)
*Hard Mode (Doubles enemy HP and damage dealt from enemies)
*Spelling error fix
*Bug fix in the bathroom at the first aid kit
*Standing idle animations
*Run function after entering the other world
*New walk cycle after entering the other world