#gray_decay // Survival Action FPS-Platformer with Gravity Shifting
1 messages · Page 3 of 1
one thing, for a balance change maybe you could have parrying something halve the attack cooldown so you can parry again quicker?
idk about that, i am strictly designing the melee weapons to be purely defensive and that could promote the exact opposite
Debuffs have been fully added and are for both the player and npcs. This does make combat slower due to the player needing to move more otherwise they will get turned into a raisin.
Give me a few minutes and i will update the build
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
I love debuffs.
More info/download of Playtest: https://ffl1xx76.itch.io/citadel-may-fall-indev/devlog/1506496/the-combat-revamp-update
#devlog #godot #indiedev
is this a good thumbnail for the new version?
Version 7.1.1 is now available to download:
https://ffl1xx76.itch.io/citadel-may-fall-indev/devlog/1507400/version-711-rebalances
sick
the parry timings for husks feel way too confusing as of now. it's like you parry a little bit before they attack
that could be because i have a 0.15s window for checking if something is in the damage trigger for extra leniencey meaning if you attack slightly early, since the husk's attack is fast, it can seem like it is before they attack
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.
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.
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)
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.
wait that's the wrong version of it
hollup gimme a second
there we go
the drums will be added at some point soon
made some slight adjustments to make it fit the more dark and gritty themes of the game
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.
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.
2 feels a bit too close to the pose used on ultrakill's steam page
i didnt notice that actually, i was going for the player going midair with changing gravity and them attacking on both sides but, i also think that plays too much in giving people the idea that this is more of a power fantasy type game
Isnt this just ultrakill or something
was months ago, now it is more Halflife, Pizza Tower, and Dark Souls
if that makes sense for generalizing it as other games. This is also a completely different genre from Ultrakill
gray_decay // Immersive FPS-Platformer with Gravity Shifting
gray_decay // Immersive Action FPS-Platformer with Gravity Shifting
I just made another update now, having a couple major fixes to combat, visuals, and NPC movement.
For a brief overview:
- Damage vignette displays when bleeding or burning
- NPCs have better platforming movement but not perfect yet
- Dropkicking enemies at high speeds now has a higher damage ceiling (35 dmg instead of 30)
https://ffl1xx76.itch.io/citadel-may-fall-indev/devlog/1512080/73-even-better-npc-platforming
Although not perfected yet, NPCs are now less prone to killing themselves by jumping off places they shouldn't. All it is missing is platforming with the understanding of gravity shifting and better pathfinding to these platforming points since everything is in realtime.
Model updates coming soon trust.
#devlog #indiedev #godot
Are you kidding me , what does this game have to do with pizza tower and dark souls , youre literally copying ultrakills score system and parry and aestethic... This looks just like ultrakill...what genre even is this if its not the same as ultrakill
Im just saying
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
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
@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)
Didn’t ask me but I like it lol 😂
i appreciate the feedback tho
idc what ever it takes to make this better, ill do it.
I think if you just keep tweaking things, accepting feedback, and just generally keep working towards making a good game you will definitely get there.
The project is already obviously catching the eyes of many people as it has 85 stars lol
Yeah thats true but it doesnt mean its good. Thats why I have been letting people playtest a lot of things- even though many people just download it and not give me any feedback (its fine tho).
I know I cant please everyone but I just want to be certain that I am making something that isnt already there because there is no reason to play something that already exists.
When I get some free time I will download the demo and playtest for you
lemme first make an update so that you have the new version of the hud
i will announce the update when i finish it.
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
thats what i am also a bit worried about ðŸ˜
I have had people who have only played console games or have never played a platformer fps before and they struggled. None of them ragequit tho but, one of them spent 30 mins on this level (but that was like 4 versions ago which is a huge difference)
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
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
So I wouldn't worry too much
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
Cough cough the first Sonic game cough cough
That's just my take though ofc
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.
it acts more as a punishment that is completely preventable by not running head first at enemies
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
yeah, just if you interact with npcs in later levels, you cannot change the past
Definitely not something I would do... 
Ah okay that makes sense. I only ask as someone who loves to get everything in a game cause I'll revisit stuff three or fifty times to get everything
The build is updated,
heres the patchnotes/download:
https://ffl1xx76.itch.io/citadel-may-fall-indev/devlog/1514683/74-hud-changes-rebalancing-and-optimizations
yes or nah
a few more improvements. I also reduced the saturation of the game a bit to make it more moody
HUD update download along with npc rebalances, fixed parry times, more melee changes and more.
https://ffl1xx76.itch.io/citadel-may-fall-indev/devlog/1515975/75-hud-update-enemy-balancing-weapon-nerfs
this looks cool man
i n m e r s i v e
perhaps
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.
so i've stopped work on the escape themes temporarily and started working on the 1-1 theme as per the request of fl1x
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
heres a look at the new hud
Got more of the 1-1 theme done, I'd appreciate feedback on it as well
this looks great
Ok soooo I have some feed back
- both sound design & visual design is 10/10
- In the totorial the room where you have to go strait up is a bit frustrating but not too bad
- 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
- The first fight room you get once you activate the crystal is kind of overwhelming, as a new player maybe just reduce the number?
- 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
- I would reduce the hit pause of the clash just a smidge
That's all 🙃 over all Im very impressed with the quality already.
Absolute fire my man, I actually listened to this on repeat a few times lol.
Thanks for the feedback, I’ll see what I can do
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.
hl2 music fits suprisingly well. (temp music)
Yeah, I'll try to make something similar to this today
how long have you been working on this project?
8-9 months, only this long because the drastic changes from the early version's vision to now
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
Oh also I played some more of the demo
Much better 👌
funny tech
https://youtu.be/tCa_c86ox1I
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
i love my brutalist megastructure games
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...
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
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)
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
that sounds interesting, but you gotta be careful with the portals now, because a lot of people will say "why should i play this game if ultrakill exists". And unfortunatly they exist, like bruh, you can have two cakes ðŸ˜
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.
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
here is a clip, since i still have the project where i borrowed the portals from
yeah, a lot of people also for some reason compared my game to the binding of isaac, even tho the gameplay is diffrent, but to them, if it look/feels the same, they WILL cry about it.
the quality diffreance is HUGE
jesus man, congrast!
i know but, most have been quelled by me just asking them to playtest it and then criticize me. Because even with the dumbest of complaints, it has actually improved the quality of the game. Just take the hud as an example. Once I removed the massive score text and mult property to the action log, there was less bad reception.
thanks, that was made a couple months before the first prototype of gray_decay
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.
a dude on a 20 yo toshiba laptop played my game, got a borken synergy, then it just crashed hi whole ass pc.
but finding playtesters is hard.
it is most definetely.
you just find people on discord or?
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.
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)
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.
so i just kinda gave up on social media because my game isnt very visually appeling and its not even finished
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!
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.
so dont stress about it, im the one i should be stressed about it ðŸ˜
make a steam page asap, and make it look good, its very important to do so because its kinda the "main page" of your game, by the looks of it, you will already have a couple 100 wishlists of the bat, and more from steam reccommending it.
The movement shooter is popular still, and you made your game just in time!
First, let me finish tutorial and level 1 then.
yeah man, no rush, make the demo first, the worry abt it.
even if the game dosent do well, you still learned the basics of it!
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.
true that
i kinda winged it, to learn how to make a steam page, and to support my child (the game).
The steam page gives me hope that the game wont be a dud tho
wish you luck on your game
you too man!
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
Secrets are currently being worked on as well
the menus might need a bit of a face lift dont they
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
I think I know how to fix the forum thumbnail
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
Not sure if it works, but I saw some other people doing that trick
I have done that for some time but unfortunately I recently triggered an accidental perma disable embeds on that message
Oh ðŸ˜ðŸ˜ðŸ˜
lol how do i find you and see your profile and see that your friends with someone i know called frxsty
this looks like a fire game btw
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
bro's leon kennedy
Avrage looksmaxxer on tiktok
mog decay
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
looks good to me
That looks really cool
a few changes
same.
I think this and modifiers will give a lot more incentive to look through levels more as well as making the world feel more lived in.
more work on the viewmodel/character model (thanks to @tidal imp)
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
for reference, this is how the old viewmodel looked
Holy shit, it's beautiful
the texturework is SO fucking good
wip of the new body (only the melee arm for now)
we NEED a middle finger keybind
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.
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
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.
a slight amount of overgrowth
It's like the shower curtain in the airbnb i had to stay at
wild pfp
small update to shadow rendering
i might need to fix rigidbody interactions
the bigger the number, the better!!!!
so true
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...
yet another GUI update
Even more of the player's viewmodel is done with new animations for the torso. Once I implement a few more things I can finally start working on the next level
https://youtu.be/yeLbn3of6pQ
More of the player's viewmodel is done which means once i implement a few more things, i can start on the next level.
#devlog #godot #indiedev
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)
small tweak to the death screen
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
small layout change as well
This is truly the mechanic of all time
https://youtu.be/cnMlPP_1_tA
Tinnitus is truly the mechanic of all time.
#devlog #indiedev #godot #tinnitus
made an entire operating system for this. I might expand on this for codes and more later
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
i feel like modifiers should seem to change reality rather than just being items
it'd probably fit better with the game's themes
selecting a modifier could have a similar effect to that of breaking the artifact
Fair point but they already do that, it is just that there is a physical object on top of that
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
bigger weapons