Re:creation dev log. November 2014. Core game mechanic explained and more.

Re:creation info/press kit | Previous dev log

 

I did a lot of stuff this month and I’ll start with the most important thing.
I’m ready to present the core game mechanic in the game!

Recreation

I call this mechanic “recreation“. Here’s how it works.

First, you kill someone

Then you can become a ghost and travel around the screen without taking any damage and colliding with anything

You can’t get too far away from your body though!

When you are in the ghost form you can become the enemy you just killed

It gets revived in the zombie form. You don’t have many health in this form so you can’t complete an entire level like that, you’re most likely to die. When you die, you return to your original body.

This mechanic is used to solve puzzles and progress forward. Each enemy will have unique skills which will help you on your way.
Here’s an example of solving a simple puzzle.

I have some other puzzles but I can’t show them right now because they need to be polished! I also don’t want to spoil too much for people who read my dev logs.
There are lots of puzzles which can be invented with this mechanic and I’m really excited to work on puzzles involved it!

And now I’ll tell you about other things I’ve done

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Re:creation dev log. October 2014. Halloween, ghosts and scripts!

Happy Halloween, everybody! Re:creation is about undeads and I think its theme fits well with Halloween. It fits even more if I add some pumpkins and scarecrows!

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Re:creation dev log. September 2014. Drawing art, being a solo dev, fixing bugs.

Lots of time passed since the last dev log. How’s the game? It’s doing pretty well.

Some things changed, the most notable thing is that I’ve become a solo gamedev now, because the artist abandoned the project. Every sprite you see in the latest screenshots was drawn by me.

Being solo dev is hard, very hard. I spend lots of time practicing art, drawing sprites, animating them and trying to make them as good-looking as possible without spending too much time. And I still have to do programming, scripting, designing and story writing!

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re:Creation week #5. Improved level format and saving system.

Previous weeks:

Foreword

Last week I’ve posted this screenshot of re:Creation to /r/IndieGaming to know what people think about new graphics. I expected 2 or 3 people tell me something like: “it’s good, keep working” or “that’s bad, keep working”. The thread got lots of upvotes and comments and there was lots of constructive critique which I didn’t expect. Some people said the game looks really great. This was really awesome and now I know in which direction art style should be moving.

And here’s what I’ve been doing this week.

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re:Creation week #4. New graphics, chests, doors, screen transitions

Previous weeks:

This week was totally awesome!
Dmitry has redrawn lots of graphics and the game looks a lot better now.
We’ve also decided to make character proportions more realistic which is also great.
Here’s the graphics comparison

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re:Creation dev log. Week #2 and #3. AI stuff and vacation

Week #0: Preparation

Week #1: Things are getting bigger

Week #2 and #3. AI stuff and vacation

I started to prototype the first “real” level of the game. As I was working on it, I realized all the flaws of level editor and features it lacked of. So I worked a lot on the level editor!

A lot of time was also put in optimization. Release build was always working at 60 fps without a problem, but as an object counter grew bigger and bigger Debug build started to slow down, so I decided to optimize my game a bit and now it’s running at 60 fps on Debug too. Neat.

I was also working on AI for some time. First I got NPC to go to the specified point of map.

I accidentally swapped walking animations and results were hilarious.

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