I've been busy with Noclipped, doing many new systems that I shall show off to the wider audience here! Let's go in order of coolness :P
Crafting system: Video:
It's kinda complex to explain in words, but it's cooking recipes, requiring doing different stuff to slowly morph items into what you want—combining, shaking, heating up. The framework is there for me to expand it with other actions, recipes and ways to create more items. I wanted to make something unique that isn't pressing a button, like in v1.2
Like mentioned before, the Crafting system is more of a Fireflies feature. They can create much more advanced crafting utilities, workbenches, forges and whatever. This is yet to be implemented but I've got plans
Temperature system: Hand in hand with the crafting system and how dynamic it is, the Temperature system allows for items to have any temperature, change it based on the environment and player actions and do stuff to the player (primarily burn their fingers)
It's more of a balancing mechanic, with a few risk-reward actions (Eg: Waving a hot item in the air to cool it off but risking getting burnt)
Effect system: Briefly mentioned in the video above, the Effect system, similar to other games, changes the player's behaviour and stats for a given amount of time. Not many effects are implemented at the moment, but like with most systems announced here - the framework is in place
Holster: This one is simple - instead of automatically finding the items in your inventory, there are 4 special slots specifically for equipping and quick-switching weapons. Rather self-explanatory :P
Prop & drop carrying: This one is also simple - you can now carry some props like in Gmod or source games or any games where you can carry physics props. Useful for moving stuff around and can be configured to work in various ways :P
Upgraded tooltips: I upgraded the tooltips to look cooler, have additional elements and even a 3D render of the item
Rare-rooms: These are rarely found rooms that are totally different from the biome you found them in. They just serve to spice up the exploration, as well as having unique loot or structures there :P
As for the Delta testing - I have started a "pre-alpha" testing programme for a select few in my Discord server that test weekly builds of Noclipped and find bugs for me to fix. I am NOT making the same mistake of releasing a very buggy game and fixing it later
Due to the early nature of the versions, instead of calling them pre-alphas I call them Delta versions, with Delta representing speed and/or change in smth. I release delta versions often, having content and fixing bugs regularly.
This doesn't mean the game is close to release, it means that I will have a lot of feedback on newly added features and bugs will be cleaned often and fast :P
Join our discord for faster devlogs and other events, but that's all from me for today! :P
Brand New Health system!
I've been silent for a while, working on something very exciting - The Brand new health system!
Here's a video showcase of this new thing:
If yall don't wanna watch the video here's a text explanation of the system:
Blood & Pain system
Instead of health in Noclipped v2.0 we have the new trauma/blood/pain systems, which make it very immersive to get hurt!
Every time you get damaged you get a Trauma, which is a data object that contains this info:
Type [Bruise, Laceration, Fracture] (more can be added)
BodyPart [a part of the body]
Severity [1-5]
Infection
Heal Process
Mechanics:
Every time you get a trauma you can do different stuff.
Types of trauma:
Bruises will instantly get rid of a bit of blood.
Lacerations cause you to bleed constantly, stopping bleeding after the healing has less than half the time left or is manually patched out
Fractures constantly bleed until patched out.
Patching wounds requires you to use **materials**, with higher costs for more severe trauma
Common materials are: Cloth, chemicals and metal (only for fractures)
Lighter trauma (1-2 severity)heal on their own, so your job is to keep them from being infected, as the infection serves as an amplifier for pain and higher infection slows down or even reverses the healing.
More serious trauma will not heal until you patch them out. They are dangerous and usually require lots of resources to patch out, so try not to get hurt too much.
Any trauma slowly increases its infection. Infection serves as a multiplier for how bad debuffs are, how much pain you feel from doing a painful task and how fast the trauma will heal
You can use anything that contains chemicals to disinfect your wounds. Early game solutions are:
- Water (removes infection partially at the cost of durability) - Penicillin (resets infection back to 0)
When the infection is under 1.0 the trauma heals 2x faster than at 1.0. Healing becomes *increasingly slower* the higher the infection
Every trauma debuffs you in some way depending on its type and body part, as well as its severity & infection for how badly it debuffs you. The only way to get rid of the debuffs is to heal the trauma.
When your blood reaches 0% you die from blood loss.
Pain system:
Alongside blood, you also have a Pain meter. Pain always tries to go to zero, but the minimum depends on the amount of trauma + how severe each of them is.
Getting any trauma creates a burst of pain.
Depending on the trauma you have, certain tasks will create continuous or instant bursts of pain. These tasks are called painful tasks. Written in more detail down below
When you reach 100% pain you stumble and pass out on the ground, losing control fully. This can be terrible if you are fighting or running away from something
Debuffs:
Leg trauma - decreased walking speed. Jump height is reduced massively. Sprinting and jumping become a painful task.
Pelvis trauma - decreased sprint speed. Sprinting becomes a painful task. Crouching becomes a painful task with intensity combined with all lower body trauma
Body trauma - no debuffs, since body trauma is the most common way to hurt yourself. The challenge is to patch them out fast
Arm trauma - decreased combat speed. Swinging becomes a painful task
Neck - moving the camera causes pain (yeah annoying. Just like breaking your neck in real life!)
Head - lightheaded effect + camera dizziness
POLL: What health system should I choose + some other news
In my quest to make the best Backrooms game I possibly can, I am doing some brain-dead roleplaying with Google Gemini because I am bored + need ideas. So I thought - the normal health system SUCKS.
This is why I decided to come up with a few cooler ideas on how to tackle health that is more fun than just a number:
Normal health system
- The one that was always present in the - Has a singular HP bar. When you get damaged you reduce your HP. When HP reaches zero you die. This system is the same as most survival games (Minecraft, The Forest, Muck and others) and is the simplest yet most overused one
Blood system
- When you get hit you can get one of multiple types of traumas and severity. You also have a pain meter which debuffs you quite majorly the more it is filled - When your blood reaches zero you die - Types of trauma: - Bruise - when you fall or get hit by a blunt object. Has no bleeding at all but a little around the area under the skin, painting it purple (shown on hands) - Laceration - when you get cut by something. It bleeds for a while depending on the severity (if too severe then you need something to stop it) - Fracture - instantly debuffs you and you get internal bleeding that is hard to stop
Body part system (simple)
- Each body part has its health bar - Depending on where the damage was placed, it gives different debuffs. When the head’s or body’s HP reaches 0 you die
Body part system (advanced)
- Practically identical to Project Zomboid’s health system, but slightly simplified for gameplay fun sake - Each body part can have N amount of trauma. Some trauma affects only that body part, while others affect your entire body. - Debuffs depend on what part of the body gets the trauma, what kind of trauma and how severe it is - Same types as the blood system
Please tell me which system you like the most. Any feedback or ideas are appreciated :P
Other than that I have implemented major new mechanics, which are:
Zones of Decay
These zones are like sub-biomes. They have much more decay and different loot (like penicillin, which is the best early-game healing item) but are much more dangerous
Caution/Danger signs
Just new props n stuff. These signs help beginners understand what the hell is going on + add to the atmosphere
Fire alarms
These have gameplay value - they create lots of sound! They are controlled by a nearby button, toggling them on or off. These however can spawn already turned on, meaning they can attract unwanted attention :P
For more smaller changes and interesting small devlogs enter our Discord server! https://discord.com/invite/jtVf2g8zUF
Game's making, update's updating
What I've noticed while working on the game for the past couple of months (January - March) is that almost all Backrooms games look alike. There's barely any progression. I tried to make something like a material progression but it wasn't enough. So I got an idea.
People love exploring and describing the Backrooms. The Backrooms wiki was made similar to how the SCP wiki works. It works on basically describing every level in some formal way. You can maybe call it a Journal. That's where my idea came in - what if I create a journal system for the game?
You may be thinking - Mateuss are you bringing back the notes system from Noclipped v1.0 - v1.1 (showed here: https://www.youtube.com/watch?v=uM6yyxB1DUU - Expect very low FPS since it's from my old PC). This is just reusing assets and ideas boo you are a slow and terrible developer, but it's quite wrong. My idea is something similar to an in-game wiki that expands the longer you play.
That's where it weaves into the progression. In the beginning, you would be quite confused about what everything does. Considering I've already added tons of new mechanics, items and soon-to-come biomes (I promise I'll add more biomes than the construction rooms I just want the level design to be the best it can be) But with the journal, you will be able to kinda understand what's around you. Well, I hope to do so anyway - can't promise subjective stuff like this :P. But the general idea is that you gain knowledge and then fill it in, where you discover new ways to use items, different new mechanics and whatever and so forth
For now, I have the baseline system in place, now I just gotta fill in the blanks (add descriptions to all items, biomes/areas and mechanics). Here's a video that showcases what I've done so far:
Sorry if this is too little progress for the large period of silence - it took me so long to make a book render properly it's quite insane
Noclipped v2.0 development recap 2023
So 2023 is ending. I decided to upload everything that I've made in Noclipped v2.0 as a "recap" video. There has been a lot of progress that I haven't posted anywhere except my discord server, so this is a large collection of those devlogs, as well as new clips/mechanics
About factions - I am straying away from horror and I simply want to make a cool aesthetic and fun to play Backrooms game, since to this day the concept fascinates me. Factions will mainly bring a lot of replay value, as well as using them I will experiment with different ways people might try to survive in the backrooms (as well as tie in mechanics never before seen in a Backrooms game before).
Compared to Noclipped v1.2 I put a lot of love into polishing and clearing up rough edges to make the game feel good, not just make a few mechanics in a few hours and call it proper game development. I don't wanna just make a backrooms game for the money - I wanna actually make something good.
Notion page for ppl who are interested in the nitty gritty of how the game will work, what is my progress on the game (what checks I gotta do on my todo lists) and detailed explanations of current and upcoming features: https://noclipped.notion.site/Detailed-descriptions-4b0ed03f46ea433abb0668ac2d6e73ad?pvs=4
Join discord for much more frequent uploads and just to talk if you want to :P https://discord.gg/jtVf2g8zUF
==========Credits======== Ending sounds - Wendigo sounds by Carcar1987 ( https://youtu.be/05ShtEhMKJQ?si=tC4DvB7WlDqFf7HV ) Sound effects by Zapsplat Music is made by me back from when I was working on v1.2
Have a great new year! :D
Let's make the game better with your help!
Hey there. I require some help from the community :P
I've started working on the skill system for Noclipped. Skills will work as buffs and new abilities that the player can unlock in Gyms. Now I've come to a conclusion that if I want to add skills I would need to make them useful to the player. This is where you, the community, may help :P
Here's a few prototype skills (they don't have icons yet sorry :P)
What I am asking you to do is to suggest skills you would love to see in Noclipped. There are some guidelines for that though, but I don't want to constrain you too much. Balancing the skills will be my job as the game developer.
Guidelines: Most of the skills that affect the pursuit/running and combat part of the game are written and balanced. The skills I am looking for are misc skills that are related to the Faction the player chose for the game.
Factions are a new game mechanic, where in the beginning of the game the player chooses to enter a faction. Each faction will give unique mechanics (Eg: The Cartographers have a Map view of the Backrooms, The Fireflies are engineers and can craft stuff, Drifters can build small and weak structures)
When you suggest the skill specify the faction that it would fit the most:
The Cartographers - They are focused on exploration and mapping. Skills for this faction should aid the player during the exploration and orientation in the backrooms. Everything that makes exploring the backrooms easier is perfect. They have a Map The Fireflies - No, not the ones from the Last of Us. They are engineers and workers, more settled down and more or less focused on mechanical buffs. They will be able to use the crafting system much more intensively than any other faction, modifying their weapons and stuff like that. They can craft stuff and modify weapons. The Drifters - They are the more mainstream idea of a backrooms explorer. They don't really focus on exploration, rather being looting, progression and speed. They are kinda like the Survivors from the wikidot wiki, as well as being messengers or traders. They build small structures
The player has the option to not choose a faction and refuse all of the benefits. This puts the game in some form of a "Hard Mode" where the difficulty is much higher due to the situation of the player and lack of benefits from other factions.
Technically I can just come up with skills myself, but I want to make a great game that the Backrooms community (and beyond) will enjoy playing. I want to build a good game not for myself, but for all of you!
In any way even if you don't have any skills to say you are free to ask me various questions about the game, give feedback on the recent updates and I will try my best to answer all of the messages!
Have a great day! :P
TL;DR help me with making skills that fit with the factions mentioned above. Guidelines on how the skills should be themed is the text above :P
New UI and progress on the new art style
Hi again! Back with even more updates
This summer was quite busy for me, so I couldn't do that much progress on Noclipped, but in the small times I had I made some improvements and tweaks.
The most major one is the squeaky clean UI for the game: (For this one I didn't manage to capture both the hotbar and the "Warning low durability" window, so I had to Frankenstein this image)
As you can see the UI is inspired by the old Windows 98 window manager, as well as mixing in some Vaporwave and Internetwave aesthetics
All windows also have an expand animation (growing outwards) but I feel like showcasing only this feature is not significant enough to upload to my youtube channel :P. I guess you can see the animations on my discord server, where I am rather active with showcasing smaller devlogs.
I would love to hear your opinion and critique on this new UI: what should be changed? After all my goal is to make a better game than older versions of Noclipped :P
Other updates are that I have extracted a whole ton of new textures for the game, as well as combine multiple together to create compound textures. These allow me to create a much wider variety of liminal spaces, such as the one on the header and this one here (my personal favorite):
Big thanks to my Discord community for providing their own liminal spaces specifically to help me develop the game as I always intended :D. All proper credits will be available in a credits window in the main menu, but for now I have a Notion table that I keep track of :P
Thanks for reading
=====Credits for liminal space images===== Cloud room: Cloud wallpaper - jannoonn028 on Freepik Floor - u/MrDodiX on reddit
Green office: Wall - base of a wall from a picture made by @Bread Central and my own wallpaper design Planks - u/MrDodix on reddit Ceiling, office chair fabric - AmbientCG textures with a few modification Table top - Quixel megascans with a few modifications
More updates
Hello. Some time had passed and I have arrived with extra updates on Noclipped v2.0!
1. Art direction Most Backrooms games stray towards realism and the VHS found footage style of graphics. I decided to go into a different direction, straying to replicate the liminal aesthetic in combination with vaporwave/internet visuals as shown here:
I am not trying to make a PS1 style graphics game btw I want to make this clear :P
2. Gameplay improvements A you probably noticed while playing the older update - the combat was not really great :P. It was a secondary mechanic and I doubt anyone enjoyed the experience of combat. Well I would like to tell you that the combat will be majorly improved - both the player attacking and the enemies fighting back (Pre-alpha footage of me fighting an NPC. If you wonder why the NPC looks this way - it is a placeholder and is the default mannequin in Unreal Engine 4 that I use to perfect the mechanics before worrying about how the NPC looks)
3. Textures Big thanks to my supporters at my Discord server who helped provide me with their liminal space images to be used as a base for the textures of the game. Also big thanks to my partner ARPWIRE for providing me with many already popular liminal space images and helping me with the proper credits for the textures.
Textures used for this announcement: Concrete floor - MateussDev (I took the picture myself) Plaster/concrete Walls - Bread Central Planks - ARPWIRE and u/MrDodix (unsure whether this is the correct author - correct me if I am wrong :/ )
Thanks for reading and watching and I hope to write here soon :)
It's Been a while...
Hey there. It's been a while hasn't it? So well life's been doing great - lots of small projects lots of exciting activities. But I kinda miss the feeling on working on a major projects, and all the other projects don't really feel that interesting to me and I quickly abandoned them (That Taiga thing I showed in 🤡︱memes or somewhere) so I decided to try out something that I used to do.
I am announcing that I will go back to working on Noclipped, with much more experience and new knowledge! Yay! I will start a major change of the entire game to make the best thing possible. It's gonna be inspired by a concept I had for a while. Details will release shortly when I do the planning. Basically consider it to be Noclipped 2.0.
Some of the major changes planned: - Total reword of the inventory systems - Upgradeable weapons - Total removal of all levels in favor of "Zones" (You can call them biomes) - Improved pacing and gameplay flow - Much more exciting things :D
This will be a long process and I officially bring Noclipped back from the dead :D
Noclipped v1.2.1 patch 1
As expected, some bugs were found right after the release of v1.2.1. Here I am to fix them!
- Fixed bug where the almond farm had a collider, allowing the building preview to throw the player around (mainly because I forgot) - Fixed bug where crates and cardboard boxes didn't instantly break when hit with a crowbar (mainly because I forgot) - Fixed bug where the actual container item got voided when the container was broken (mainly because I forgot) - Fixed bug where the Ultimate fate achievement wasn't given when the player died (mainly because I forgot) - Fixed bug where the Combat master achievement wasn't given when the player parried an attack (mainly because I forgot) - Fixed bug where the building helper UI was still visible when the player wasn't holding an item - Fixed bug where the new content was not displayed in the dev tool (mainly because I forgot) - Fixed hitboxes for items: Wooden fence, Wooden crate, Debug cube, Wooden crowbar, Crude lighter, Wallpaper bowl,
- Balanced the swing speed of different crowbar tiers
- Increased the frequency of automatic game saving: Save during pause menu spawn, on level load - Changed the off-grid placement controls from hold to toggle - Removed the "Quit without save" button from the pause menu - Decreased the time between autosaves from 5 minutes to 2.5 minutes - Removed unused achievements: Gluttony, At the brink of starvation - Added new splashes and MateussDev quotes