I'm Chris. I'm making games and I'm writing tools for different things. Such as games ;)

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The Vrennman Case

damagefilter Blog

Howdy.

So as mentioned in the last Firewalker Dev Ramblings I've been working on a new project. One with smaller scale and more realistic goals - something a one-man show can actually pull off without working on it forever. One where there's a fixed feature set and the game mechanics are known and implementable as to prevent most of the feature creep.

And today I'll present a bit of that. It's the work of most of the last year.

The full title is "John Amry in: The Vrennman Case". Or short "The Vrennman Case" or even shorter "VC". As the full title would suggest it's a story you're going to play. Like with most adventures, really. You'll have a ghost companion that'll help you on your way to stop the Vrennman clan from summoning the six evil lord demons and raise hell on earth.

Here's a bit of 2D lightmap testing and Ghostmode. Which is very cheaty because A) In that scene you actually can't have ghost mode and B) With the ghost you can walk through walls (which is intended).

There's a lot of work already done here. I've got save games, controller friendly menus (an in-game controls of course) and a pretty advanced game-event system I dubbed CSP. The initial version of it was devised during the Firewalker development and is sort of a Unity port of the Source engines I/O system.

Vrennman Case Menus

You interact with the world via the Actions menu. There you have one to three options based on the thing you're interacting with. This door here can be kicked or it can be opened. Both actions have an effect, more or less. This system, on the technical side, is reusable and it scales nicely. This together with the CSP system allows for complex puzzle building and fast iterations. So that puzzle design should be quick and efficient.

Okay. So basically the foundations are all down and ready.

Currently I'm tiding up a little. Make sure the first level is rigged properly, the asset placeholders are, for the bigger part, replaced with real assets and colliders are in place where they need to be.

Current status in percent, I'd say is 10%. I'm working on the first couple of scenes to get the player to know John, his companion and the enemies they are facing.

And that's it for today. I might, finally, get around making an actual game page for this project. We shall see.

Have a good one, folks!

-df

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Comments  (0 - 10 of 28)
Lоner
Lоner

Your profile picture... Zee Captain...i love it

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isz2
isz2

Moooooooinseh Alles klar :D

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cW#Ravenblood

Merry X-Mas!

"Christmas is a time of joy, A time for love and cheer, a time for making memories, to last throughout the year"

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damagefilter Creator
damagefilter

Weihnachten ist, wenn man nicht modden kann xD

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isz2
isz2

ok :D<3

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isz2
isz2

was :'D

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damagefilter Creator
damagefilter

Tell me on Steam :)

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Blindxside
Blindxside

Don't have a computer :l
But in Hammer, you can export as a .dxf file which I can import into MAX. Then I animate :D

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damagefilter Creator
damagefilter

Yeah I was planning to practise that method since if you don't have surroundings you probbly wouldn't know ow to animate certain tigns right? ;)

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cW#Ravenblood

When you dont have a pc, how you can use max? O.O

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Latest tweets from @damagefilter

RT @RobrtAnthony: Why software updates are called "patches" T.co

Jan 20 2017

Finished The Forest. Man. Can recommend it. It has everything and definitely a lot of what I had never expected. Very well done.

Jan 19 2017

RT @bakudas: T.co

Jan 19 2017

When you didn't commit im weeks and it's early in the morning. git add *; git commit -m 'All the things' Because why not.

Jan 19 2017

I saw that there was a fair share of people following me that didn't like weird cat and snowman pics. How can you not like cats and snowmen?

Jan 17 2017

ICYMI: The John talks about making cut scenes in Unity for the Vrennman Case. #gamedev T.co

Jan 17 2017

John has been talking a little about how we make scenes for The Vrennman Case here. Gamejolt.comT.co

Jan 16 2017

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