Midnight Mayhem
@GradientIndie
🔦 A team of humans vs an invisible monster with ever evolving abilities. ➡ Wishlist Midnight Mayhem!
Hey #PitchYaGame, I'm making an asymmetric multiplayer horror game where the monster is invisible in the shadows! Work together to survive or terrorize your friends as the monster! Evolving monster abilities also keep things unpredictable and interesting :D
I've been working on improving the arm and camera animations when running, turning, jumping, shooting etc... I think it already feels much more polished! #indiegame #horrorgame
I've been working on making the monsters movement more responsive and less floaty! It also used to have issues when approaching walls at an angle :) #indiegame #horrorgame
I'm making a multiplayer horror game where the monster is invisible in the shadows To make hiding more interesting I've added a "camouflaging" mechanic which you can only use for a short duration #indiegame #horrorgame
I added little animations and effects when placing items It's subtle but I think it helps the game feel more polished overall! #indiegame #horrorgame
The monster in my game is invisible in the shadows One tool to help locate it is these squeaky toys you can tape to any surface! #indiegame #horrorgame
I added sliding to make movement a bit more fun! #indiedev #horrorgame
I finished a new ability! The Gravity Orb bounces around and inverts gravity for any humans it gets close to #indiedev #horrorgame
My game after 1 week vs 40 weeks of development #indiegame #horrorgame
For performance not only does the monsters resolution change based on distance but it also stops updating when you're not looking at it #indiegame #horrorgame
I like adding little details like the bell, frogs and now the globes, it just makes the world more interesting :)
Using a font distance field texture I generated in Blender I was able to make a simple shader to morph between any two letters! Allowing me to get the pretty interesting effect at the end of the video (I did the same for the runes) #indiegame #horrorgame
The rubble you see falling down is a different mesh than the ground! The game basically takes a photo of the ground and projects this onto the rubble that you see falling down #indiegame #horrorgame
For performance the monster in the wall lowers its resolution depending on the distance from the player! #indiegame #horrorgame
The monster can now attack you by reaching out of the wall! Really happy with how this one turned out, should look even better in-game #indiegame #horrorgame
Just finished programming the movement for the wall monster! It can jump past small obstacles but it won't jump past big obstacles like the wall left!
Something you can't do with parallax occlusion! A deep "fake" 3d hole the player can actually fall into :D #indiegame #horrorgame
Quick visual test for a new monster I'm working on! It already looks at the player but apart from that it doesn't follow or attack yet, I'm happy with how it looks though! #indiegame #horrorgame
Working on a new monster, it has to have a recognizable silhouette. I've got something really cool planned for this guy :) #indiegame #horrorgame
I made a tool with geometry nodes to generate cracks, then I used a special material I made to render this 3d geometry as a flat plane in unreal. Creating convincing 3d cracks without having to change the geometry underneath! #indiegame #horrorgame