Revulsion cover
Revulsion screenshot
Genre: Indie

Revulsion

Vlog 58: I need to get a lot done within the next 2 months.

https://youtu.be/ubiArdJQves

I have a lot on my mind at this point in time. A lot of it revolves around how I am planning to get the next big patch for Revulsion in place. I am planning at this point to try and integrate a build of the editor directly into Revulsion then begin fully planning out the development of the next game.

My goal is to get a massive patch in place for Revulsion within the next 2 months. While full integration of the editor may not be possible I am planning to give it a try. If I pull this off it will end up being a massive update overall that gives Revulsion a crazy amount of functionality for being able to not only build levels but build those levels with your friends within Revulsion. This can take awhile to setup though.

Once the dust settles on this plan and I stomp out any bugs I need to stomp out I will begin fully developing the next game which is very likely to not be a sequel to Revulsion but a completely new concept.

Vlog 57: Large open environments?

https://youtu.be/JShigB261Oo

I am slowly solidifying my ideas around the concepts of the next game. The main things I want to get in place now is just seeing how well the engine can handle larger more open spaces. I talk about the methods I will explore to build these kinds of spaces as well.

I also for the first time begin talking about how the different playable classes will function in the new game.

This is specific concepts for the next project I am also currently working on. Revulsion will not include these concepts. Revulsion is a classic old school FPS while the new game is most likely going to be a completely new concept around open world survival.

Humans :
Difficulty Hard
Support class specialist
Poor combat capabilities
Best engineers for building bases and utilities
Dependent on food and water (Farming and complex base building)
Not dependent on humanity

Transhumanists :
Difficulty Medium
Tanking class
Best at protecting, disrupting, enfeebling
Best crafters and inventors, the best for crafting better items.
Dependant on sunlight, food and water are a bonus
Dependant on Humanity (Loss of humanity mostly decreases performance on all fronts)

Sentients :
Difficulty Easy
Maximum combat and damage proficiency (Can also tank)
Best at combat
Only dependant on sunlight
Absolutely Dependant on Humanity (Loss of humanity GREATLY decreases performance on all fronts)

Humanity is an important stat for Transhumanists and Sentients as a loss of humanity can lead to massive stat decreases. What is the point if all you do is fight with nobody to protect? You gain humanity by simply being around humans.

Vlog 56: Bigger progress updates this week.

https://youtu.be/jmA8Jneo7jU

I have been pretty distracted this week overall but I feel like I am starting to get back on track again. My goal tonight is to focus on completing the total number of materials and meshes I am going to be needing for the new episode.

I will also be experimenting with pushing the out door environment capabilities of the level editor. I need to create more terrain meshes and really look into what it will be like if I can get some larger open world feelings in the overall levels. I am very much looking into what will be cool for both Revulsion and also Rev-X 2 in the future.

Vlog 55: Its been a distracting week.

https://youtu.be/yw5Y_ucAi0Q

Its been distracting this week but I am still planning to make progress on everything I need to get in place. The goal is for a fairly decent sized patch around mid October. My main focus right now is making the level editor as functional as possible and making it so you can build levels with it for Revulsion 1.

I have been think a lot about different things this week as well. but honestly the most likely scenario is that I am going to stick to the formula that I already know will work. However branching out to brain storm different things could be really interesting.

side note : I am well aware of the potential bug that exists with random generation levels. The next patch for the game will very likely include some kind of fix for this bug.

Vlog 54: New Mission patch mid October!

https://youtu.be/n8sKapzYK30

The patch will include the first fully functional new mission using the new in game multiplayer level editor. I will also be looking into getting the level editor on the workshop.

I also talk a lot about my thoughts on Borderlands 3 and how I should potential take the design of my games next direction.

Should I limit the number of players to 4 and keep the formula very similar what I know already works with Revulsion 1?

Or should I try to branch out and do a more open world survival sandbox style game where the max players can be much higher?

Vlog 53: Material system is in place. Progress!

https://youtu.be/bUzsGfA8Gjs

I am sorry I missed yesterdays video! With that said progress is going at a decent pace. Everything is coming together. I plan to have another decent sized gameplay patch coming mid October which will include editor and Revulsion updates.

I managed to get most of the big stuff in a functional state but I still need to get some basic things in place like using a render target system to generate proper Icons for every editor object. So far so good, I am pretty happy with progress.

Vlog 41: Its all working, Now its time for the art!

https://youtu.be/cdxQs1K4Fsg

Everything is working. The hierarchical instancing, the replication. Its all working right now. So what I need to do now is start seriously looking into doing an art pass.

I also talk about the fact that its perfectly possible right now to use the prefab system I have created to also build the guns! Hell, maybe it can even be used to build the characters too! All I need to do is build the different parts and allow you to attach them to specific bones.

Vlog 40: Its all so technical!

https://youtu.be/ww9iAdNlZ_k

I am very much at the later technical stages of getting this prefab system working. Its all just about getting the little technical nuances in place and making sure things are cleaned up enough to really work properly. I might not stream tonight as I really want to get things moving along so I can begin further developing the new art style.

I also ave some things I will want to address with Revulsion 1. Such as checking up to make sure the random gen world is working correctly ect.

Give me just a little more time and I will be able to really show off some awesome stuff!

Vlog 39: I just implemented the most powerful level design tool.

https://youtu.be/0dVXN1qBoNU

I went ahead and got hierarchical instancing into the level editor. Its functional but still needs some love. This system will fully allow all of the advantages that you can get in addition to fully multiplayer supported.

Its absolutely sick and allows for a ton of things. I cannot wait until we can get the next multiplayer level design session. I still have some stuff I want to get into place tonight. This kind of functionality is insane, it allows people to level design on a level that is extremely hard to compete with otherwise. Top off the fact its also multiplayer and this just gets out of control.

Vlog 38: Setting up hierarchical instancing tonight.

https://youtu.be/8pXwAtQbm7o

I am getting ready to setup a really cool new system into the level editor tonight. This feature can be used for a whole bunch of really great stuff. Its going to be a huge win if I can manage to get this functionality in place.

Also, name tags are finally setup. Lets pray they work correctly!!