A Too Simple Stealth Game (But Better... I Think)









Before I get into the devlog, I wanna talk about something regarding making this game. I'm gonna be honest: Motivation has been going down the drain ever since I heard this class's focus was on stealth games. As someone who's all about action and rarely touches stealth (focused) games, it felt like I got very unlucky and making something that isn't for me left a kind of sour taste. But I'd be lying if I said the learning experience wasn't fun. Learning the essentials of game development felt like a blast. Each lesson gave me more and more ideas for the game I want to make. To the professor who gave us these lessons, thank you very much. Putting that aside, I'm not too confident that this build is WAY better than the last, but I can say for sure that it's got SOME improvement.
What's in this update?
CEL SHADING!!!
- My favorite art style, as you might know if you have seen my game for Coding 1 class. Though the one in this game felt both like an upgrade and a downgrade.
- The difference between the two is that this one is a post-processing material, as the other is a normal material.
- Why an upgrade? As I stated earlier, it's a post-processing material; It can affect the entire map, and doesn't use a fake shadow. So, shading works properly!
- Why a downgrade? Its outline edge detection is not that good, especially with low-poly models that have flat shading. The outlines appear directly onto the model instead of around it, and never show up in shadows. I tried looking for a way to make it so, but couldn't find the solution.
Model Change
- The player and zombies have been given a new look to pair with the cel-shader. Instead of the high definition look (and the noodle arms the zombies had), they're now low-poly and flat-colored.
Smoke
- This one was kind of funny. I struggled to find a way to use the smoke for the game until I was reminded of the small gaps between the vents that the player could fit in, but not the zombies, since the navmesh refused to be drawn there. I thought maybe I could keep it that way and place the smoke in those spots to make it feel like a safe hiding spot. I also made it come out the vents so it makes a bit more sense to why they're there.
Building
- Speaking of the vents, they actually look more like vents now, along with the building looking more like a building than a toy house. The textures may look a bit stretched, but other than that, it works alright.
HUD
- It... half works. The HUD an objective, a compass that points to your objective, and a little bar that indicates your dash cooldown! But, the bar's the only thing that doesn't work. I never had the time to get it to work and I kinda got this functioning at the last minute after I kept forgetting to do so. I apologize for that.
End Objective!
- You finally have an end objective, that objective being to get the supplies that are in the building! You also FINALLY find a weapon, an axe, after so long! You find out there are a bunch of zombies waiting for you outside that room, though. You know what that means... right?
- Unfortunately, you can't "use" the axe. You can only run into zombies with it, and when you touch them, they die. You can at least left-click and right-click to have your character express his bloodlust!
New title screen background
- Gave the title screen a new background that fits with the game. You're in the middle of a zombie apocalypse, trying to survive, not to go on a vacation trip.
I don't know if I missed a few things or not, but I'm gonna have to stop here since it's 4 am and I'm extremely tired. I was trying to finish editing a video for multimedia before writing a devlog. I'll have to get back and edit this soon, though. That is if I can do so in time. Anyway, I cannot guarantee that this game is any good, but I do hope that you have some fun with it.
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