Friday Devblog

Welcome to our first Friday Devblog. A lot of people are grumbling that we’re not giving enough updates on the development of Project Vaulderie. We thought it’d be best to keep we start posting weekly about what we’re doing, in order to keep you kindreds posted about what’s happening and why it this damn thing going so slow. Even if that means if nothing significant was done over the week.

 

Bringing the game alive

So this week I’ve been taking a closer look at the various entities the original Vampire the Masquerade: Bloodlines game had and how we would approach this on Unity. This sounds easy right? Well not at the beginning not, since Stephen is working on the editor, most of the work I’ll be doing will have to be rewritten in order to fully work with it once it’s done. But what the hell, experimenting is always fun, isn’t it?

 

As I’ve heard from a lot of you folks in the past, if we can’t get the haunted props to work in the game, then the game has no meaning to be done, right? Not anymore, here’s some spooky prototype that’ll bring you the chills and make you skip the Ocean House even more than before.

 

 

The way they get triggered in the original game is by hitting the player when they step on trigger brushers, triggering the haunted prop to hit the player, thus taking damage. Right now it’s coded to check for the player’s proximity to determine when to start spinning and when to hit the player. When it’s in the close range of it, it’ll hit the player — we think it not only looks good, but it also performs better this way. More updates on other mechanics used in maps will follow somewhere around next week.

 

Stephen’s Stuff

Stephen has been busy continue working on the editor. There’s isn’t much to show or tell just yet, since he’s also been taken hostage on his other projects, but do not worry, we cannot hide our excitement once we’ll have more to share in a video near. All I can say here is, dialog and inventory are a-comin’. On the other hand he’s also been working on the multiplayer as well, although only as time allows him, but more about out in the following weeks as well.

 

Where are we at?

Not a lot of gameplay changes in these last few weeks. In fact, embarrassingly, no real advancement at all really. This is something we want to focus on in the following week.

The other obvious thing is AI. But luckily for we know how to get the AI system done, just a matter of time putting them all together.

 

So here’s a bit of what I did this week. The AIs don’t do much because they’re missing the animation setups and basic attacking but it’s always good to see the XBox Controller as a bonus addition and to fully working.

 

Vesuvius AI Test

 

Summary

We have been distracted by stuff over the last couple of weeks. Exams are already at the doorstep, so I’ve been putting most of the focus there. Stephen on the other hand has got some rather important work he needed to finish, but don’t worry. I’ll be back at it once it’s all over (and hopefully well) and Stephen is slowly recovering and getting back to work as well. We’ll be hopefully have more to show in the upcoming weeks, but that also heavily depends on how time allow us to move forward for the moment.

 

Please keep in mind that we are working for you, the community on our free time. And please keep your expectations reasonable. We’re still a relatively small team. More cooks do not make a better game. With that said, I bid thee farewell.