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TIGSource ForumsCommunityDevLogsRedemption of the Damned - PC survival horror
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Author Topic: Redemption of the Damned - PC survival horror  (Read 2836 times)
AStarkova
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« on: October 29, 2021, 12:12:51 AM »


Hello friends, MiroWin studio is here and our next future game, "Redemption of the Damned" (or just RoD shortly): survival horror for PC! We're targetting end of 2021 - beginning of 2022 for release. We're planning to share our work with the project here.

Steam: https://store.steampowered.com/app/1620420/Redemption_of_the_Damned/
itch.io: https://mirowin.itch.io/redemption-of-the-damned
Youtube: https://www.youtube.com/c/MiroWinVR/
Twitter: https://twitter.com/MirowinVR
Discord: https://discord.gg/JYF49KX

Platforms - Windows PC
Engine - Unreal Engine

Plot
You are a field doctor's assistant who was heading to a distant village to help local peasants. Someone attacked your stagecoach and you wake up in a mass grave, being the only survivor.
The main character will have to explore a mysterious forest, learn the secrets of the occult, slay the terrible monsters familiar from the myths of Western Europe.

Features:

  • Exploration of the world. Here is an atmospheric horror in the open world with the style of the province of Europe of the 16th century.
  • Knowledge of secrets. A world filled with occult secrets based on the folklore of the time.
  • Hunting for monsters. Study each specific type of monster, find out better your target and its weaknesses, hunt down and kill!
  • Develop your character. Don't let this dark place get the best of you!
  • Mental health. Your character's mental state affects the gameplay!

Gameplay video (developmen progress, october 2021):




Screenshots:






« Last Edit: December 08, 2021, 07:32:44 AM by AStarkova » Logged
AStarkova
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« Reply #1 on: November 02, 2021, 06:58:02 AM »

#RedemptionOfTheDamned. Development progress (October 2021).

✊ We invite you to take a look at the video, which partially incorporates the results of "Redemption of the Damned" development during the recent months.



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Beastboy
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« Reply #2 on: November 03, 2021, 06:12:19 AM »

Amazing quality. How much time it took to develop the game so far?
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AStarkova
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« Reply #3 on: November 10, 2021, 06:57:44 AM »

Thank you)
Depends from different factors, including the game and the team.
You can develop one game during a month alone or you can create the game with the crew of 20-30 persons during years. 
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AStarkova
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« Reply #4 on: November 10, 2021, 07:17:25 AM »

Dev diary: сombat mechanics.

Each type of evil in the game has its own approach to its liquidation. In order to plan and realize the suitable battle tactics, we're expanding player's combat capabilities and arsenal.

You can see some in the video:

  • parry, causing stunning of the enemy;
  • blocking with loss of stamina;
  • fast hit with normal damage;
  • heavy hit with increased damage and high consumption of stamina;
  • one-handed ax that can be purchased in the village.





Throughout November, the opportunity to book the key for the beta version is open for the authors of the best advice/comment to our developer diaries.
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AStarkova
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« Reply #5 on: November 16, 2021, 08:12:49 AM »

Dev diary: inventory and character parameters.

Let's touch on the parameters of the main hero in a little more detail, as well as the inventory, which you may have already seen in recent videos about the development of the game.


The inventory (equipment) is located on the left - this is not only everything that the character has directly in his hands, but also the objects, that are in the immediate vicinity, in our case - in a backpack and on a belt.

Player can see the current body parameters and state of his character on the right side of the screen, as well as the earned reputation.

We will be grateful for your comments after you visually check the usability of the proposed inventory and how clear it is.

By the way, all November authors of the best advice/comment to our developer diaries have the opportunity to book a key to the beta-version of the game.
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AStarkova
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« Reply #6 on: November 23, 2021, 09:05:07 AM »

Dev diary: blunderbuss.

In #RoD, players head to the Europe of 16–17 centuries - a period of wars and revolutions. Thirty Years' War and Eighty Years' War, Franco-Spanish and Italian wards, English Civil War etc.

Of course, these events took place in the same time with the successes and failures in the development of hand-held firearms, with the usage of developments of the gun industry that have passed from the previous centuries.

This is the time of the wheellock from Leonardo da Vinci, cumbersome and not so accurate military pistols, smoldering wicks, outdated and aging weapon created a century or two earlier, in particular, the blunderbuss.





Blunderbuss is the melee weapon of the 16th - mid-19th centuries, the prototype of modern civilian, hunting and military combat shotguns, having one common design feature - a funnel-shaped or flat-conical extension at the end of the barrel.

Please, check its implementation, and also tell us what kind of weapon of this historical period would you like to see in the game?
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AStarkova
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« Reply #7 on: November 30, 2021, 09:15:35 AM »

Dev diary: hand-to-hand combat.

​In the harsh world of "Redemption of The Damned" the player can be left without any staff at any time, because in case of death, everything that was brought to battle will be lost. 

Therefore, it would be unfair to leave the player totally without possibility to defend and opportunity to get new staff. That's why we are working on expanding the combat capabilities of the character, in particular hand-to-hand combat.





​At the same time, any damage from the melee combat depends on the characteristics of the character, so there will be expanse for those who like to feel like berserkers.

​P.S.
It's great that there are people who find a couple of minutes of their time to come here and leave honest and useful opinion) If you are one of them, just know, we appreciate and remember it.
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AStarkova
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« Reply #8 on: December 08, 2021, 07:32:06 AM »

Dev diary: damage system.

One of the main and most important issues when working out the mechanics of melee weapons is the damage system.

There are many approaches, each of which is necessary for one purpose or another - from the simplest point damage, like in Counter Strike and similar games, to almost absolute match of the player's movements to inflicting damage, as it's implemented in any "adult" RPG. Second one is exactly our kind of case.





The trick of the method shown in the video lies in the almost complete correspondence of the movement of the weapon to inflicting damage. At the same time most of the stumbling blocks inherent in this approach are compensated. We talk about the lack/excess of the weapon's length, the unevenness of the animation relative to the "ticks" of the check, inevitable delays and out-of-sync in the network during cooperative and massively online play.

During the tests, the perfect registration of hits on objects from the smallest branches to huge moving targets was confirmed.
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AStarkova
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« Reply #9 on: December 16, 2021, 07:05:24 AM »

Dev diary: three-barelled pistol.

The subgenre of "Redemption of the Damned" project is more of an RPG. In this regard, the game implies a progression in various aspects of the gameplay - both in the complexity of monsters and locations, and in the availability of new equipment to the hunter.





Therefore, we continue to replenish our arsenal with "goodies". This time we're talking about the prototype of the multi-charge pistol, which is strikingly different from other weapons available to the player. Why is it so special? This example of hybrid technology has a number of advantages comparing with the difficult-to-use single-shot counterparts:

  • 3 shots are available after each reload;
  • significantly increased range;
  • more damage due to the longer barrel length.

Nevertheless, exorbitant power of this weapon is offset by its rarity and the need to earn its availability in the arsenal.
Wishlist the game: https://store.steampowered.com/app/1620420/Redemption_of_the_Damned/?utm_source=TIG
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AStarkova
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« Reply #10 on: December 24, 2021, 11:16:08 AM »

Dev diary: quest and dialogue systems.

We keep the tradition of talking about the work on the "Redemption of the Damned" project every week, because it's great to see your interest and get honest feedback at the development stage.

This time we will show a small example of the fusion of the quest system and the dialogue system.





By this moment, some aspects of interaction have already been worked out - managing the stages of the quest, visiting zones and characters, collecting items, killing specific types of monsters.

Playback of soundtracks and specific animations is also provided, but they are not presented in the video. Just trust us.

What's next on the list? More subtle moments of interaction, such as the issuance of items through the dialogue branches, the dependence of the quest stages on the selected dialogue branch, the specific reactions of the NPC to the player, depending on various external factors.
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AStarkova
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« Reply #11 on: December 31, 2021, 06:21:12 AM »

Dev diary: ragdoll.

What could be better than killing the imps in different ways?

Beautifully slam the enemies against the elements of the environment, for sure.

We thought that even if the addition of cinematic interactions does not match the realistic behavior of objects, it contains its fair share of fun even in a dark and deadly "Redemption of the Damned" world.





In this video, we show only the beginning of a long journey to an advanced system of interaction between enemies, player and environment.
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Beastboy
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« Reply #12 on: January 02, 2022, 04:30:24 AM »

You made good progress since last time I chekd your devblog. I love the weapon design and feels they each give.
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AStarkova
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« Reply #13 on: January 06, 2022, 07:28:03 AM »

You made good progress since last time I chekd your devblog. I love the weapon design and feels they each give.
Thank you Smiley Trying to do our best)
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AStarkova
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« Reply #14 on: January 06, 2022, 07:30:18 AM »

Dev diary: boss summoning.​

You may remember that a large assortment of monsters is planning to be in RoD, each with unique approach to their liquidation. Bosses and mini-bosses are no exception.

One of the features of the boss mechanic is their summoning, which is done through a certain ritual.

The video shows the simplest version of such a ritual on the example of the low-level mini-boss.     





​Of course, many aspects of this work are still in the process, but already at this stage player understands the need to explore dungeons through the mechanics and can collect and balance his equipment along the way before calling the mini-boss.
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AStarkova
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« Reply #15 on: January 14, 2022, 05:49:02 AM »

Dungeons.

The dungeons in our game are as tortuous and varied as the work on them. Current state:



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AStarkova
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« Reply #16 on: January 25, 2022, 10:55:17 AM »

Dev diary: chort.​

Our game's bestiary is updating with a new character and, like all monsters in the game, his unique behavior and special requirements for how he is killed are key points in our work, but only a small part of what is required to fully realize his unique profile.





Indeed, for this scoundrel, a couple of trump cards are conceived in the sleeve in order to successfully act on the player's nerves, to force to use tactical thinking in battle, in between the usual shredding and shooting simpler monsters.

Who is this? We just call him the chort, an anthropomorphic malign spirit or demon in Slavic folk tradition. To some, he may remotely resemble the The Prowler in Doom, Marvel universe fans will definitely be able to find an analogue for him.
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Alain
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« Reply #17 on: January 28, 2022, 12:05:53 AM »

That's some cool behaviors / mechanics for your chort monster and I also like the visuals a lot!
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AStarkova
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« Reply #18 on: February 16, 2022, 08:48:15 AM »

Thank you, Alain!  Grin

Dev diary: selector

Working on the interaction with equipment and optimizing controls for different devices, we plan to create a number of mechanics and UI elements that would:
- improve the usability of such interaction;
- compensate some peculiarities of the character's armament for a better game experience.
In particular, the universal selector from this video is one of the solutions from this range, which will allow to quickly switch between the hunter's weapons and tools right in combat.



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AStarkova
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« Reply #19 on: April 28, 2022, 01:19:38 AM »

Action improvements

All in all, it seems some time since we shared an updates of "Redemption of the Damned" development.

And finally we're happy to show the significant progress for the last monthes.





In this video we focused on:

  • improved visual & sound effects when causing and receiving damage, using weapons;
  • improved enemy animations;
  • UX/UI system core.

Don't hesitate to write your feedback in comments!
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