That's right everyone, I am starting up on building a new playable episode for Revulsion. Death's Spiral will be built entirely inside of my new level editor. I will be covering the building process for the entire project as well as going into design detail on my level design choices.
I will begin ramping up on my live streaming again as I build these levels. Since level design tends to be a lot more interesting than just working with blueprint nodes all of the time. Get ready to see some cool level design!
Major update is now live! New Trailer and new game description.
https://youtu.be/fO_cE2SDFzk
This is a very big update. It includes a new death mechanic as well as support for the multiplayer level editor. The new death mechanic has a huge overall effect on how the game plays. It makes things a hell of a lot more streamlined and you have a chance to recover before you get the black screen of death.
The multiplayer level editor will eventually be available for download on the steam page but for now its located on my google drive.
You can download it from here.
https://drive.google.com/file/d/1RtxJM5JVWTU8mzj-CK3YiLaXN1sNekbI/view?usp=sharing
I hope that everything works out as smoothly as possible.
*Warning!* This update will mean you need to move your save files to a new folder! When I updated Revulsion to the latest version of the engine I also changed the exe name from ProjectStray to Revulsion.
Vlog 29: Getting ready for the 50% sale tomorrow.
https://youtu.be/XYyqfle8o10
I play a little bit of my game Revulsion while I talk about my plans for the night. I will be revising the store page and creating a new trailer. You can get a chance to see me playing the game for a little while.
So far everything seems to be in working order, I have not had any big issues just yet. I hope for things to work correctly!
Vlog 28: Anything that can go wrong will go wrong.
https://youtu.be/SGyC1RW0ics
So everything is looking like its going to be good for the 23rd patch. I talk about how, in my game development experience, any time a new patch is about to go live, the game engine will choose to break some random thing that has been fine for months.
So I ended up having to do some super overtime rebuilding an area that was untouched for a year and change. I am exhausted right now.
Regardless, I think everything is going get done.
Vlog 27 : Steps on how to add new levels to the game.
https://youtu.be/Sc7WflEXvLM
I go over all of the info you need to know in order to add a new mission to Revulsion. I run into some issues but overall it seems to be working. I then talk about the new options available for custom levels such as the ability to sync the mission level to your level and select what difficulty you prefer to play at.
Tonight I will be fixing any small issues I run into and I will begin getting ready to work on the games new trailer. The store page will get a revamp. I also want to release a new version of the level editor and make it more available.
The sale for Revulsion is coming on the 23rd!
Vlog 26 : Check out the new death mechanic! Hexen style level hubs!
https://youtu.be/x1ZiOS94CvM
Everything is coming together in ways that make me happy! The ability to do Hexen style hub levels is possible now, On top of that I already got the new death mechanic working!
I think the new death mechanic has a lot of potential to to help the game feel a lot less randomly punishing. It gives you a chance to react and change your strategy before you actually die. Before the game would just give a you died screen for even bullshit things like one fireball hitting you in the foot by accident.
Tonight my goal will be to make it so you can enable specific custom levels in the game so they appear in the mission list at the fast travel node. I will then add a few more meshes that can be placed in the world.
After tonight I might be ready to begin workin on sprucing up the store page for the big %50 sale on the 23rd.
Vlog 25 : Starting to work on death mechanic today.
https://youtu.be/If_QVrEg_qM
I am slowly plodding along on progress for the editor and have run into some more complicated things that will make it a bit slower to progress. I am not sure if the first official release of the editor support will have all aspects of the editor in place. Its actually quite a big undertaking to get all of it working right away.
Vlog 24 : The new death mechanic for Revulsion.
https://youtu.be/5S7GOrDiJdA
I am leaning very heavily to adding a special downed state to Revulsion. This means that when your health reaches zero it will put you into a vulnerable state where you have the option to self Revive yourself. You can kill enemies, spam the space bar or consume a raw animus for instant boost of health.
I also talk a bit about progress for the level editor. So far so good, everything seems to be coming along. The levels now load and monsters spawn into the map. I talk about how the new levels will have the standard 3 key formula from Doom in it. Fast travel nodes will still function in a mostly standard way as well.
Tonight I will be fully focused on Revulsion Dev. I want to see the level editor fully supported and I want to see the new death mechanic fleshed out.
Vlog 23 : Watch me play a new map designed in the editor.
https://youtu.be/iPJI23cxvWQ
Sorry this Vlog is late, but here is me show off the level editor as I continue to build new content for it. You can see monster placement and lighting are now in place and the level editor is getting put to the test. I feel like the flow can be a lot better once I am working on the next game where testing the map is as easy as pressing a button. I am not a huge fan of having to copy files from one folder to the next every time I want to test something.
Its VERY tempting to just roll a build of the editor into Revulsion and call it a day. But doing that will just make things more complex moving forward.
The level I play is not ideal for actual gameplay as it feels too cramped at the moment. Once I begin working on new levels it will follow a better design method I think. I will also probably add more prototype mapobjects to make it so design can be more interesting.
I have a pretty big undertaking to get something like this functional but I think it will be worth it long term.
Vlog 22 : Its time to update Revulsion itself.
https://youtu.be/dlpMIsIkMJE
Content patch is on the way soon! My first goal is going to be to get the game to be able to properly load the new levels. I need it to parse the level files spawn the correct objects in the proper locations. After that it comes down to making it so anyone can add any levels they want to the game. Then its just a matter of getting those levels to show up on the fast travel menu.
But the real question is, how should I rework the death mechanic? I have a few ideas.
1. Allow you to consume a raw animus to instantly revive yourself at the moment of death.
2. Simply make it so monsters do not respawn when you die.
3. When you die it instantly replenishes your health and armor a limited number of times. (No raw Animus consumed)
4. On death you are forced into a downed state, killing the enemy that attacked you instantly recovers you. (Borderlands style) If you can crawl to a safe location and not take any damage you can self revive. If you take too much damage in downed state you simply die. Perhaps during this downed state you have the option to use a raw Animus to instantly revive.
Whatever death mechanic I choose to go with will very likely be the same in the next game.