#gray_decay // Survival Action FPS-Platformer with Gravity Shifting

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coral mirage
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ts is insane ngl

keen shoal
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one thing, for a balance change maybe you could have parrying something halve the attack cooldown so you can parry again quicker?

coral mirage
coral mirage
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Give me a few minutes and i will update the build

coral mirage
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lemme know if it is too hard, if I need to add difficulty modes, or some other tweaks. Now I want to focus on adding secrets and npcs to the level. Also model updates are very close to completion now

coral mirage
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is this a good thumbnail for the new version?

dawn lava
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sick

keen shoal
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the parry timings for husks feel way too confusing as of now. it's like you parry a little bit before they attack

coral mirage
coral mirage
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i just accidentally found some new tech with the shotgun. It is an evolution of using explosions to gain super speed with the shotgun. All you need to do is dropkick the slug right before you shoot it. Due to the slug giving you a very powerful dropkick boost into the air and the super explosion dealing heavy knockback, it can launch you at the player's max speed.

You can do it with the weaker explosion. It doesnt give you as much speed but, you do lose less health.

It also works well with the dropkick speed based damage.

coral mirage
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Another minor patch.
https://ffl1xx76.itch.io/citadel-may-fall-indev/devlog/1508427/71111

Also i have made the icons of the other 3 debuffs that the player and npcs will have to deal with. i havent implemented them yet but, I have the mechanics.

  • Electric shock just deals a crit hit and isnt a time based debuff like bleed and burn.
  • Poison will act as a more annoying version of bleed where instead of dealing damage every debuff tick, it does it every other debuff tick while disorienting the player by blurring the screen for min 3 seconds. (Enemies have shit aim while poisoned to mimic the disorientation that the player would have)
  • Abyss Blight (based off lore) is a bit more unique where it acts like a disorientation method but, it also is the only thing that can mess with the player's movement and take control away from the player. (Only very few things can cause Abyss Blight like specific Abyss Superior Entities or Abominations due to Abyss Tainting (the process of Abyss Blight taking over a creature) being how humans turn into abominations). Abominations are still their own species though.
coral mirage
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The player model is unfortunately gonna take a bit longer but, I do think I can finally show the player's 2d concept design.
The Wanderer (name could change), is more of a Gordon Freeman type character where you can project your personality on the character instead of them having a defined personality. Meaning that interactions with other characters will be more you than the Wanderer (something like that)

keen shoal
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started some more music for the Lap 1 escape, since the old version didn't really fit that well with the game's theme. I kept the 5/4 timing, though.

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wait that's the wrong version of it

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hollup gimme a second

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the drums will be added at some point soon

coral mirage
coral mirage
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Just so everyone is aware, with the recent releases, i am a bit more confident to say that gray_decay has switched genres from being a boomershooter platformer to being an immersive action fps platformer. (doesnt really matter that much but, its cool ig)

There is still some work to be done to fully keep it away from boomershooter territory but, some things will stay like melee being used to heal and ammo being gained from difficult/risky moves but, they are still prone to being nerfed, or changed.

coral mirage
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What design would be better as the cover art for the game (for itch.io and stuff)? 1 is left, 2 is right.

As added context to help with any decision, this game isnt a power fantasy simulator, i am intending for this game to make you try to desperately survive.

keen shoal
coral mirage
dusk salmon
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Isnt this just ultrakill or something

coral mirage
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if that makes sense for generalizing it as other games. This is also a completely different genre from Ultrakill

coral mirage
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gray_decay // Immersive FPS-Platformer with Gravity Shifting

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gray_decay // Immersive Action FPS-Platformer with Gravity Shifting

coral mirage
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I just made another update now, having a couple major fixes to combat, visuals, and NPC movement.
For a brief overview:

itch.io

It has been bothering me for a bit that sometimes when NPC's jump, they end up killing themselves because of bad code. That is mostly fixed in this version. When I mean mostly, they dont just try to f...

dusk salmon
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Im just saying

coral mirage
# dusk salmon Are you kidding me , what does this game have to do with pizza tower and dark so...

This game is primarily platforming based where the main gameplay loop is to reach the end of the level to destroy the Cursed Generator and escape back through the level. That is where the Pizza tower inspiration comes in.

The inspiration from dark souls is primarily in how the story is told via NPCs hidden throughout the levels and secret items and artifacts but also in part of the inspiration for the debuff system for bleed, burn, and more.

Yes there is overlaps with ultrakill, obviously the score thing is inspired by ultrakill’s style meter but, its use is different. I used it as a way to get ammo, meaning pulling off risky moves will give you ammo other than killing enemies. I did this because I don’t like pickups in games.

Healing is also based off the melee attack only obviously that is very common in many games nowadays but once again, I did this to not have pickups in my game. Because parrying only melee attacks, windups before attacks seemed more engaging. I have also made steps to balance the weapon and combat to make it so being constantly close to enemies to farm parries is not a viable strategy by having the weapon itself be slow and introducing debuffs like bleed and burn which is a core part of combat where if an attack isn’t blunt it will build up these debuffs (which is for both players and NPCs)

If you have any better ideas, tell me but for now, this is the best I could do to balance combat and platforming without making it another boomershooter

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Oh and I am still waiting for the updated versions of the player and weapons models because they were made when it was actually more like ultrakill

coral mirage
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@dusk salmon do you think this would be better?

This is a much more cut down version which looks more like an action log which would still make it obvious that ammo is gained from doing this but that also means things like score is hidden and mult is completely removed (which is probably for the better since I have noticed for a while that it is has some really stupid moments like when you jump into the Abyss Fog, you get extra score/ammo if you are in midair which is bad)

brittle fulcrum
coral mirage
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idc what ever it takes to make this better, ill do it.

brittle fulcrum
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The project is already obviously catching the eyes of many people as it has 85 stars lol

coral mirage
brittle fulcrum
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When I get some free time I will download the demo and playtest for you

coral mirage
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lemme first make an update so that you have the new version of the hud

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i will announce the update when i finish it.

uneven parcel
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Once I'm home I'll playtest it I've been meaning to for awhile DX
I haven't played any of the games you've taken inspo from so hopefully I won't suck xD

coral mirage
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The introduction of bleed and burn also makes playing to close to enemies or taking a lot of hits in a short period much more punishing so I do think I have to add difficulty modes

uneven parcel
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Yeee but there's nothing wrong with a challenging game tbh
I mean I absolutely love Cuphead but that game is meant to be insanely hard but that doesn't take from the quality I don't think

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So I wouldn't worry too much

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As long as it doesn't feel unfair like dying to something that feels like there's no way in hell it could have been prevented

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Cough cough the first Sonic game cough cough

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That's just my take though ofc

coral mirage
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as far as i have discussed with some of the playtesters, deaths feel pretty fair. I just dont have a lot of info about how people like or dislike the debuffs feature.

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it acts more as a punishment that is completely preventable by not running head first at enemies

uneven parcel
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That's fair yeah
I also do wonder- can you revisit previous levels? Like if you missed some lore from an npc or an item or whatnot

coral mirage
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yeah, just if you interact with npcs in later levels, you cannot change the past

uneven parcel
uneven parcel
coral mirage
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The build is updated,

coral mirage
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yes or nah

coral mirage
royal ember
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Good shi

coral mirage
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a few more improvements. I also reduced the saturation of the game a bit to make it more moody

coral mirage
royal ember
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i n m e r s i v e

coral mirage
coral mirage
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reads more like this now. The colors have also changed to be all cold colors going from gray -> white -> blue -> green -> teal -> purple -> deep violet.
some things have also been renamed since I want to degameify a lot of the actions since it doesnt really work for what i am going for so things that were once just funny or actiony names for actions are much more toned down and serious for instance:

Run it back -> Link Severed (story relevance)
Crispy -> Incinerated
Slug Crush -> Hemorrhaged

I am also removing score entirely from the game meaning that you only need to be fast and not die in the level. This will also debloats the amount of actions because gray and white tier actions are useless without score. This isnt a core gameplay issue it is more of me having something added early on that worked for the game it was back then but, not anymore. I also think it would be a tiny bit more immersive because then only the actions actually relating to ammo is displayed in the action log rather than some shitty slash.

keen shoal
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so i've stopped work on the escape themes temporarily and started working on the 1-1 theme as per the request of fl1x

coral mirage
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finished the new hud and removed useless moves that were only used for score (which is now scrapped). I think this makes the gameplay less complicated as well as making fleeing from enemies much more viable, especially in escape sequences where platforming is the focus compared to combat.
https://ffl1xx76.itch.io/citadel-may-fall-indev

itch.io

Nonecludean, gravity shifting megastructure with many hidden secrets

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heres a look at the new hud

keen shoal
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Got more of the 1-1 theme done, I'd appreciate feedback on it as well

viral spade
brittle fulcrum
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Ok soooo I have some feed back

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  1. both sound design & visual design is 10/10
  2. In the totorial the room where you have to go strait up is a bit frustrating but not too bad
  3. The countdown in the totorial once you hit the crystal is waay to short in my opinion, Mabey reasonable for more experienced players but for new players its just frustrating and will make allot of players quit I think
  4. The first fight room you get once you activate the crystal is kind of overwhelming, as a new player maybe just reduce the number?
  5. I think it would be wise to remove the pause and loud effects when breaking the crystal the first time, they are great the first time but after a few times of dyeing and respawning it just becomes a somewhat annoying break in the flow of the game
  6. I would reduce the hit pause of the clash just a smidge
    That's all 🙃 over all Im very impressed with the quality already.
brittle fulcrum
coral mirage
coral mirage
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the next update will take a bit because i do want to add secrets to the level and finish the level exit and entrance portals.
The Cursed Generator escape sequence activation now has no more slow mo, the counter freezeframe is 0.2s instead of 0.3s, there is less Husks in the pill room, and I have fixed the action log so that double kill and triple kill actually show up instead of the accidental wrong value which was Hemorrhage and Bluntforce.

keen shoal
brittle fulcrum
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how long have you been working on this project?

coral mirage
brittle fulcrum
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I like the movement in ur game so much I’m making a mini project entirely dedicated to fine tuning a version of it lol

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Oh also I played some more of the demo

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Much better 👌

coral mirage
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Some weird tech i found in my game, it doesnt have the full surf tech of going back up as well as you can hold W or S but, that is primarily due to the player wallrunning and not just falling so, you can use the dropkick and walljump to work around these limitations.
New hud and level intro ig as well.

#devlog #godot #indiedev

â–¶ Play video
velvet cliff
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i love my brutalist megastructure games

coral mirage
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Since this specific thing is known to be a pain in the ass, i decided to start a basic implementation of portals into the game as a proof of concept. It is extremely rough, no hitscan support through portals, npcs dont pathfind through them to get to the player faster or anything but, since I am planning to introduce portals at the midpoint of the game, I do think taking the time to work on them on the side as I work on the main part of the game would be a good idea. Especially since, i have a lot of things planned with them if it even is worth implementing them. (Dont mind some of the glitches with the portals)
https://youtu.be/z4pGajQIk3Y

A very rough implementation of portal logic in my game. Works with physics objects, npcs, and projectiles. Its quite janky with the camera a bit but, that can be ironed out. Main issue is that recursive portals dont work due to godot's limitations with the SubViewport texture (visual not gameplay), and that hitscans dont go through yet.
Idk if i...

â–¶ Play video
coral mirage
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fixed the camera movement, and shooting through portals. It was suprisingly easy but, now i have special methods specifically designed for if a hitscan bullet goes through a portal for both the player and the Hunter

bronze river
coral mirage
# bronze river Slowly turning fraud from ultrakill to a full game 😭 \

This is more of me messing around with the idea of portals right now but if I do implement it into the level design, I am going to design it so nobody will realize I used it at first. (But that’s in probably part 3 or 4, depends how fast I am in doing the portal stuff like npc pathfinding and hitbox detection carrying through the portals which I might need help on)

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Funny enough the portal idea came from an older project from a year or two ago, it was supposed to be something like cruelty squad but not looking like an acid trip and also having portals

bronze river
coral mirage
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I’m not worried about the comparisons right now since they are two different games gameplay wise, story wise, and genre wise.

As far as I know even though ultrakill has gravity shifting in fraud it is to an extremely niche and basic degree.

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After all score is completely removed from the gameplay loop meaning the player can focus on beating the level as fast as they can and also not take unnecessary risks to get ‘score’ instead of only playing more dangerous to get ammo

coral mirage
bronze river
bronze river
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jesus man, congrast!

coral mirage
coral mirage
bronze river
coral mirage
# bronze river yeah playtesting is important.

extremely so, i am quite certain the quality of the game has been so well received by the playtesters so far despite the few hiccups only because people were patient enough to see this project through, so I am quite grateful.

bronze river
coral mirage
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it is most definetely.

bronze river
coral mirage
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yeah, i made this showcase forum and uploaded the earliest builds of the games to this and got feedback. I havent really done any advertising since it is still super early in the game's development so anything youtube wise, i am just shitting out. Havent even made a specialized ticktock or instagram account for it.

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It also doesnt help that I dont have much time on my hands due to external things as well as this project (portals are the only convoluted thing, i just need to first implement secrets and finish the level entrance/exit finally)

bronze river
# coral mirage yeah, i made this showcase forum and uploaded the earliest builds of the games t...

youtube, tikok any sort of social media is a 1 in 100 thing, you have to either have a friend slop game, or a game that visually looks interesting (super hard to do, even if you have something thats exciting)
ive tried on yt and all those platforms, and i found out that the best way is to first release a demo or a final build that you can advertise on, then worry about the social medias and crap, but the majority of wishlist you get is from content creators and the steam fest, but you have to have a 100 min wishlist to make any kind of profit.

Dont worry if you game dosent do well on social medias, the most views and people that i got is from twitter, but they just kinda like the posts and the wishlist conversion rate is VERY LITTLE.

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so i just kinda gave up on social media because my game isnt very visually appeling and its not even finished

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but by the looks of it, you get a lot of vies by showing clips, so you can get some sucsess on social medias.

i mean you have i think triple the likes than my post, so thats going to count to something?
people saw the project and said "man this looks cool, im going to like it" and that will probably be the same on social media and wishlists!

coral mirage
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Regarding social media, you kinda have to have an existing following to get anywhere, or hang on a letsplayer influential enough to get people to play your game. For now, I am focused on getting part 1 done (which will prolly take a few months because there are characters, weapons, secrets, and a secret level). If everything goes well I am going to make a steam page.

bronze river
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so dont stress about it, im the one i should be stressed about it 😭

bronze river
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The movement shooter is popular still, and you made your game just in time!

coral mirage
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First, let me finish tutorial and level 1 then.

bronze river
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even if the game dosent do well, you still learned the basics of it!

coral mirage
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the main reason i am holding off on the steam page is because I want to be more certain that the game is worth making.
My idea is make the steam page when level1 is finished, maybe make it into the early demo before making the full demo, and going along from there.

bronze river
coral mirage
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wish you luck on your game

bronze river
coral mirage
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gray_decay // Survival Action FPS-Platformer with Gravity Shifting

coral mirage
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Did some more messing around with portals and got npcs able to pathfind through them based off reworking some old code, there is also more functionality for rotating portals.
Unfortunately there are some limitations i have ran into due to the engine but, I rather abide by those limitations over making something extremely laggy to have recursive portals
https://youtu.be/TycM9yqbr5s

Something that will appear in the later parts but since it will be a pain to make, I am starting now. Even with godot's limitations I'll figure something out.

#devlog #godot #indiedev

â–¶ Play video
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Secrets are currently being worked on as well

coral mirage
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the menus might need a bit of a face lift dont they

coral mirage
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Hi everyone, since there is some delays in the modeling and stuff as well as features being added to the game needing time to be polished, I am delaying the update for secrets, npcs, and everything.

With that being said, I am not just going to make this early demo just a tutorial and 1 level anymore. Depending on things, it will be 2 levels long or just the entire first part (5 levels) but, that would take a while.

I have updated the build to have some of the newer features like the wip newer level intro and exit, portals, and rebalances/bugfixes, updated pathfinding, less annoying level geometry but, i am keeping out certain things due to them being unstable/super early in development.

This will be the last playtest build for a while but, i will still post progress updates for anyone interested in this
https://ffl1xx76.itch.io/citadel-may-fall-indev/devlog/1522644/portals-and-more

itch.io

Due to delays and limited time to work on this currently, I will be delaying the update with secrets and the updated models for a while, since I am not the modeler (luckily), that gives me times to fl...

lone crystal
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I think I know how to fix the forum thumbnail

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You have to get the image you want, right click on it and press copy image link
then you have to paste it on your original forum post

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Not sure if it works, but I saw some other people doing that trick

coral mirage
vague skiff
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this looks like a fire game btw

coral mirage
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the next major updates will take a bit due to a lack of time on my end. Although this isn't canon since the player's identity is the real player's identity or something, i came up with a design still for if ever i actually give a proper identity to the player cuz its cool ig. Basically John Gray Decay

coral mirage
coral mirage
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is this better? I was intending for a survivalist/wanderer type look for the character (which is why the hair is unkept and face shows a more exhausted look).
The eyes look slightly large because I messed up on the eyebags initially btw

uneven parcel
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That looks really cool

coral mirage
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a few changes

uneven parcel
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Ooooo cool!

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I love lore stuff like this

coral mirage
coral mirage
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more work on the viewmodel/character model (thanks to @tidal imp)

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lemme know if showing the fingertips of the character defeats the point of an anonymous main character, i think it's fine but i can switch it back to gloved fingertips like the old model

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for reference, this is how the old viewmodel looked

keen shoal
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the texturework is SO fucking good

coral mirage
keen shoal
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we NEED a middle finger keybind

coral mirage
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A lot has changed mid update within a short amount of time so, dont mind some of the wip things (like the playermodel being stripped down for now).

2 Major changes to gameplay have been introduced (kinda):

  • Weapons now have reloading because, certain weapons don't really make sense without it, and it acts as a safety net so that less skilled players wont lose all their ammo to taking damage. That means that ammo in use (in the mag/cylinder/clip/drum/etc) is completely safe from ammo loss while reserve ammo is the only thing lost.

  • To make alternate attacks work without nerfing them or making them completely broken with smaller costs, an ammo deficit forgiveness thing has been added so that when using your alternate attack, not the primary attack, your current ammo can go into the negatives as long as your reserve ammo holds enough to pay up for the loss. (In simpler terms, alt attacks can function if current ammo + reserve ammo - ammo cost >= 0)

  • Modifiers have been introduced. They play a special role in gray_decay acting like an in universe difficulty system or something. They are not common compared to other secrets and are permanent on one's save file (unless you destroy it). They have an important role other than for difficulty scaling but, I won't say much for now.

  • Modifiers are basically an exchange. You get this in return for that. The benefits generally outway the downsides but, if you stack it too much, you will feel it (ofc there is a limited amount though so you cannot get insane amounts without cheats).

A console has also been added making testing so much easier.

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These are the first 5 i have implemented, they are pretty simple but, they are fun.
Blood Bullets: Every shot costs blood but in return, ranged weapons deal 40% more damage
Coagulopathy: Bleed Resistance reduced by 10%, bleeding out is locked to 8s. Affects all entities.
Paper Skin: Healing power increases in return for less resistance to all status effects.
Precision Blasts: Blast radius halved, damage increased by 75% of base
Spray Shot: Bullets get divided into multiple weaker damage bullets with random spread but, debuffs are still at full power

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also note that in these recordings, all the modifiers are turned up to very high values which exaggerate their effects. I have tested all of them together activated, and still got a perfect in the levels (all set to 1 which is the general intensity). They can be stacked, its just that there isnt enough in the entire game if/when i add them to levels.

They are also optional, you dont have to use them if you dont like it.

coral mirage
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some reworks of the scenery

coral mirage
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a slight amount of overgrowth

tidal imp
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It's like the shower curtain in the airbnb i had to stay at

coral mirage
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small update to shadow rendering

coral mirage
bronze river
coral mirage
coral mirage
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The game's physics got upgraded, i tested it out with different gravity fields and it works just fine still.
Other than interactions being more consistent between objects, all characters/npcs now have proper weights which affect how knockback, pushing objects and more work. You cannot escape reality anymore by colliding with a rigidbody weirdly anymore.
Player and Hunter - 90kg (since they are 1.9m tall (2m collision height) for simplicity of gravity shifting)
Husk - 105kg (2.1m tall)
Folly - 130kg (2.35m tall)
https://youtu.be/Chsz7ly0snc

Physics used to be pretty inconsistent, this update makes everything more interactable.
In the middle of a large update so the player's viewmodel has been stripped down for a bit in preparation of the new model. The update will introduce the last few core things to the game's identity as well as moving even more to the survival genre over standa...

â–¶ Play video
coral mirage
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yet another GUI update

coral mirage
coral mirage
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some more polish has went into the hud and more with new on screen effects for debuffs, near death, and the deathscreen (which hopefully makes sense still since the player is a human not a robot)

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small tweak to the death screen

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nvm im scrapping the datamoshing effect and sound for the deathscreen as well as the noise based vignette for debuffs, it doesnt fit, its too flashy. everything else is fine

coral mirage
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small layout change as well

coral mirage
coral mirage
coral mirage
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for character log icons left (1) or right (2)?

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or this (same thing as top)

coral mirage
coral mirage
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made an entire operating system for this. I might expand on this for codes and more later

coral mirage
coral mirage
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Modifier synthesizer is pretty much done, just need too make the proper model and sfx for the spawned items. Lemme know if the Hud icons are too distracting on the side

keen shoal
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i feel like modifiers should seem to change reality rather than just being items

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it'd probably fit better with the game's themes

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selecting a modifier could have a similar effect to that of breaking the artifact

coral mirage
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Think of it like items in risk of rain 2, the player physically holds it but the effects themselves echo throughout the world. Many affect the player and others such as Coagulopathy’s bloody doll are corrupted and affected everything in the world, giving an in lore reason to why certain modifiers cause changes to everything while others are less powerful