Revulsion cover
Revulsion screenshot
Genre: Indie

Revulsion

A short update with ideas and my blog.


The above image is Revulsion using a level mesh that I imported from another project I had released awhile back. Its only meant as a raw example and not close at all to what I think anything will look like long term.

This level mesh has hand crafted materials that make much better use of the tech and overall style. Graphically this is a big jump in quality vs the stuff already in the game. But also it kind of shows that using meshes this way I can not only increase the overall quality visually but also I can improve performance as well. The meshes provide more varied spaces for combat too.

So my goals I think are as follows…


  • Replace the walk slow mechanic with a Dash.
  • Block out one new mission in blender using a mesh with static lightmapping.
  • Try to reach a style of flow that is more organic like how Doom 2 plays. Have a more free flowing style in general.
  • Put the in game level editor on hold.


For now it is best I think to put the in game level editor on hold and focus all energy on getting more levels in a functional state. Keep it simple and just get it done. Add more to actual levels and combat.

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This here is my discussions Blog where I will sometimes post my thoughts on things. Its my hub for content creation.
https://discussions.app/tag/blog/1k87ubdxgvdm4/so-you-may-know-have-been-assessing-the-prospect-of-revisiting-game-released-years-ago


I am considering the idea of revisiting Revulsion.

I know I have been away for quite some time. A lot has happened for sure and I have been doing other things. With that said, I am considering the idea of doing a revisit to this game. That will mean more content and possibly even a visual rework.

I have vastly improved my skills in the last couple years as an indie dev. I can now build things that I was simply not able to do back in the day when I first built this game. I have a considerable amount of things already where I can pull from. I also have a larger audience as well. My blueprint skills have improved especially with multiplayer development. I think I can bring a lot to the table if I were to revisit this project.

How many here would be interested in me making a return to further developing this game?

A small update.

- Toned down the gauntlet flash effect as requested.

Random generation and graphical update!

Alright, I made super sure I finally address the random generation bug. This should be it for that bug, I am 80% sure this time. I explored about 48 floors of the infinite dungeon. I also addressed some other smaller issues as well.

- Random generation door bug should now be addressed.
- Miner graphical error has now been fixed for when you enter a new level. The textures used to appear as brown rather than black in some places causing a pretty weird effect.
- One of the random generation tiles for infinite dungeon had to get its material ids fixed. This tile should now appear correctly with no visual errors.

I hope everyone who checks the game out for the 50% sale today has a good time! As always all feedback is welcome!

Vlog 68: Revulsion patch soon. X-Alive update as well.

https://youtu.be/4mxnMfSvorw

I am going to be hitting this door bug much harder in an upcoming patch for Revulsion. For the next few days Revulsion is going to be my top priority.

I also talk for a bit about XAlive as well. I mostly go into detail about how I have a system that allows me to auto-generate icons in real time. I also go into detail on how I want X-Alive to not be built in a vacum but rather have an open ended development cycle.

A Question I am wondering about.

I will occasionally do updates for Revulsion but at this time I am mostly focused on my new game XAlive. Do you guys think it would be a good thing if I continued posting my Vlogs here even if its not technically about Revulsion.

Since I am the sole developer for Revulsion, anything that I am doing can potentially effect this game. Its really all kind of up in the air honestly.

What do you think?

Vlog 62: Revulsion Patch, X-Alive production begins today.

https://youtu.be/vxsWOY3ArL0

Revulsion got an update today to hopefully fix the main problem with locked doors preventing progress in random generation.

I also begin going into many thoughts on X-Alive, the next game I am starting to develop for. X-Alive is an open world survival cyber punk game heavily inspired by the manga Blame.

Vlog 61: Open world survival in a Blame like universe?

https://youtu.be/0NrUaJ4kBOY

Right away I want to point out that the new patch for Revulsion will be out very soon. I want to test and make sure I am not releasing a patch that broke even more things. It will be very soon. I want to make sure I address any issues with the random world generation possible.

Now I begin talking about the core concepts powering my next project which involves doing an open world survival game. The concept actually involves building the world in such a way where its actually making heavy use of hierarchical instancing to build something that is a lot like the Blame Manga.

With that said, I want you to subscribe to my Youtube/Dtube channel to if you want to keep up on information about this project as it develops as I wont be updating it anymore on the Revulsion store page.

Vlog 60: Moving forward, here is what I will do.

https://youtu.be/4H0ZgCp4mYw

So yesterday was a bit of a sad realization but overall I think things are fairly positive overall. My goal right now will be to fix the random gen issue and release a patch for the game either tonight or tomorrow. Hopefully, the issue is addressed.

Vlog 59: This is not looking so good right now.

https://youtu.be/4F5MNyO-iZ4

So I got the numbers back for how well the last sale went for the game. Its not good. I am in a bad spot when it comes to further supporting Revulsion with new content updates. This is bad because I have been moving pretty hard forward in the direction of getting a lot more content in place for Revulsion.

But now that I have seen how poorly things have done over the last month I am at a point where have to make a really difficult decision. I was seriously hoping that going hard on things would generate better numbers. I lowered the price of the game. I began putting up videos almost daily. I started being a lot more active on social media. I planned a series of sales for the game that coincided with content patches using the tools developed from the foundation of the next game.

The idea was that if I did all of these things, it would help support more moving forward while I worked on the next project. That plan has fallen flat at this point.

I now have two choices.

1. Integrate the current level editor into Revulsion as is right now and make this the final patch for the game.

2. Do a smaller patch for minor bug fixes and move forward 100% on the new game.