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.
