Redemption of the Damned cover
Redemption of the Damned screenshot
Genre: Adventure, Indie

Redemption of the Damned

Devlog #7 - dungeons, chort, fog density, action improvements

All in all, it seems some time since we shared an updates of "Redemption of the Damned" development. Here is the fresh digest of the changes and progress for the last months.

Dungeons



The dungeons in our game are as tortuous and varied as the work on them.



Chort



👿 Our game’s bestiary is updating with a new character and, like all monsters in the game, his unique behavior and special requirements for how he is killed are key points in our work, but only a small part of what is required to fully realize his unique profile.

😨 Indeed, for this scoundrel, a couple of trump cards are conceived in the sleeve in order to successfully act on the player’s nerves, to force to use tactical thinking in battle, in between the usual shredding and shooting simpler monsters.



Dynamic fog density



We are honing the realism of the natural effects — the video shows the current result in terms of the dynamic density of the fog when changing altitude of the main character’s location.



Action improvements



🚀 Happy to show the fresh progress in:
- improvement of the visual & sound effects when causing and receiving damage, using weapons;
- improvement enemy animations;
- UX/UI system core.



Like our work?


ːsteamhappyː Thank you for your feedback on the development stage!
ːsteamthumbsupː Add the game to your Steam-wishlist already now if you like our work.



Devlog #6 - damage system, 3-barelled pistol, quest&dialogues systems, ragdoll

You'd think a recent digest with the latest developments came out this December...but our work at the end of the year is moving so vigorously that a little more has accumulated that we would like to share with you.

Damage system



💥 One of the main and most important issues when working out the mechanics of melee weapons is the damage system.

There are many approaches, each of which is necessary for one purpose or another - from the simplest point damage, like in Counter Strike and similar games, to almost absolute match of the player's movements to inflicting damage, as it's implemented in any "adult" RPG. Second one is exactly our kind of case.

The trick of the method shown in the video lies in the almost complete correspondence of the movement of the weapon to inflicting damage. At the same time most of the stumbling blocks inherent in this approach are compensated. We talk about the lack/excess of the weapon's length, the unevenness of the animation relative to the "ticks" of the check, inevitable delays and out-of-sync in the network during cooperative and massively online play.

✅ During the tests, the perfect registration of hits on objects from the smallest branches to huge moving targets was confirmed.

[previewyoutube="RFc7nrDN7FA;full"]

Three-barelled pistol



💪 The subgenre of "Redemption of the Damned" project is more of an RPG. In this regard, the game implies a progression in various aspects of the gameplay - both in the complexity of monsters and locations, and in the availability of new equipment to the hunter.

Therefore, we continue to replenish our arsenal with "goodies". This time we're talking about the prototype of the multi-charge pistol, which is strikingly different from other weapons available to the player. ❓Why is it so special❓ This example of hybrid technology has a number of advantages comparing with the difficult-to-use single-shot counterparts:

🔴 3 shots are available after each reload;
🔴 significantly increased range;
🔴 more damage due to the longer barrel length.

Nevertheless, exorbitant power of this weapon is offset by its rarity and the need to earn its availability in the arsenal.

[previewyoutube="PpGhhyWrOTw;full"]

Quest and dialogue systems



💬 We also show a small example of the fusion of the quest system and the dialogue system.
By this moment, some aspects of interaction have already been worked out - managing the stages of the quest, visiting zones and characters, collecting items, killing specific types of monsters.

Playback of soundtracks and specific animations is also provided, but they are not presented in the video. Just trust us 😉

What's next on the list? More subtle moments of interaction, such as the issuance of items through the dialogue branches, the dependence of the quest stages on the selected dialogue branch, the specific reactions of the NPC to the player, depending on various external factors.

[previewyoutube="PeyqBB4BT2E;full"]

Ragdoll



What could be better than killing the imps in different ways?

Beautifully slam the enemies against the elements of the environment, for sure.

We thought that even if the addition of cinematic interactions does not match the realistic behavior of objects, it contains its fair share of fun even in a dark and deadly "Redemption of the Damned" world.

In this video, we show only the beginning of a long journey to an advanced system of interaction between enemies, player and environment.

[previewyoutube="IRBYPBEaD24;full"]

Like our work?


ːsteamhappyː Thank you for your feedback on the development stage!
ːsteamthumbsupː Add the game to your Steam-wishlist already now if you like our work.

Devlog #5 - combat mechanics, inventory, blunderbuss

Hello fans of the horror and survival!
"Redemption of the Damned" development team is pleased to welcome you here again to share our progress and successes in a new post.

Combat mechanics



Each type of evil in the game has its own approach to its liquidation. In order to plan and realise the suitable battle tactics, we’re expanding player’s combat capabilities and arsenal.

You can see some in the video the next:

  • parry, causing stunning of the enemy;
  • blocking with loss of stamina;
  • fast hit with normal damage;
  • heavy hit with increased damage and high consumption of stamina;
  • one-handed ax that can be purchased in the village.


[previewyoutube="RFc7nrDN7FA;full"]

Inventory and character parameters



Let’s touch on the parameters of the main hero in a little more detail, as well as the inventory, which you may have already seen in recent videos about the development of “Redemption of the Damned” game.



The inventory (equipment) is located on the left — this is not only everything that the character has directly in his hands, but also the objects, that are in the immediate vicinity, in our case — in a backpack and on a belt.

Player can see the current body parameters and state of his character on the right side of the screen, as well as the earned reputation.

We will be grateful for your comments after you visually check the usability of the proposed inventory and how clear it is.

Blunderbuss



In #RoD, players head to the Europe of 16–17 centuries — a period of wars and revolutions. Thirty Years’ War and Eighty Years’ War, Franco-Spanish and Italian wards, English Civil War etc.
Of course, these events took place in the same time with the successes and failures in the development of hand-held firearms, with the usage of developments of the gun industry that have passed from the previous centuries.
This is the time of the wheellock from Leonardo da Vinci, cumbersome and not so accurate military pistols, smoldering wicks, outdated and aging weapon created a century or two earlier, in particular, the blunderbuss.

Blunderbuss is the melee weapon of the 16th — mid-19th centuries, the prototype of modern civilian, hunting and military combat shotguns, having one common design feature — a funnel-shaped or flat-conical extension at the end of the barrel.

Please, check its implementation, and also tell us what kind of weapon of this historical period would you like to see in the game?

[previewyoutube="7GvB8AdrUr8;full"]

Hand-to-hand combat



In the harsh world of “Redemption of The Damned” the player can left without any staff at any time, because in case of death, everything that was brought to battle will be lost.

Therefore, it would be unfair to leave the player totally without possibility to defend and opportunity to get new staff. That’s why we are working on expanding the combat capabilities of the character, in particular hand-to-hand combat.

At the same time, any damage from the melee combat depends on the characteristics of the character, so there will be expanse for those who like to feel like berserkers.

[previewyoutube="XNkAB9SsIY4;full"]

Important!


ːsteamhappyː Write your impressions, comments and recommendations in the comments — we read everything!
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Test gameplay. Pre-alpha build.

Test gameplay of the "Redemption of the Damned" pre-alpha build.

Presented features are not on the final stage.