Death is a story driven game that is designed to be dark, depressing, and unforgiving. Physical realism is the prime emphasis on gameplay. After waking up suffering from amnesia in a new dark place, Ethan must push forward to find answers and hopefully, a way out.
Added the first weapon, a pickaxe, and an enemy to impale resulting in something all horror games need, blood!
Posted by heyufool1 on Feb 24th, 2012
It's been a long 2 months since I've last posted, but I've been working hard in the last week or two and got some cool stuff done. I'm going to discuss what I added in the order that you would find them in-game.
1. Jane - A nice old lady that can't move on any farther. With her comes the first conversation that you get to have with another character. Nothing terribly special happens here, but it provides a nice reminder that you aren't completely alone in this new world.
2. Mine Shaft - You get to leave the forest (Which you were only in for a couple of minutes) and enter the depths of a supposedly abandoned mine shaft. This area took me a while because I'm not a great artist so I had to toy around a lot with how to do the wood and lead to a couple redesigns.
3. Pickaxe - You find a pile of rubble and lodged in it you find a pickaxe! The first weapon of the game and because it's a pickaxe it requires 2 hands so you cannot equip the lantern at the same time. However, if you strategize you can drop the lantern at an appropriate time to provide light then equip the pickaxe and kill any threat. Keep in mind that any light device is turned off or extinguished when it's unequipped. Though the beginning of the mine shaft is pretty well lit so lighting won't be a problem yet. I want the game to be realistic, but I also thought that allowing the player to swing the weapon would make it a little easy, considering it's in the 2D side perspective. For now the player has a limited quantity of pickaxes and can throw them at enemies. However, I'm also toying around with the idea of throwing the pickaxe, but then you lose it and have to go and retrieve it in order to use it again. However, this leads into another complication of what if the player accidentally or purposely throws the pickaxe into an unreachable place? Well, since I want people to enjoy this game, if you want to voice you opinion on this matter then please feel free to leave a comment or send me a message!
4. Possessed Miner - While zombies are cool and all, I think there can be more freedom and options of creepy/scary things if possession is the basis behind enemies instead of a virus/disease. Therefore, the threats in the game are possessed by the world and, obviously, are there to stop you. For this enemy specifically, since it's the first one, he just simply has a pickaxe himself and walks to you and when in range swings down. Now for the trivial part, he kills you in one hit. As I've been repeating, I really want to keep this game real, in terms of physical ability, when it comes to the player. I don't want you to be able to take a pickaxe swing to the face and just continue on walking. Instead, I want you to die in a gruesome ways and then come back and be better prepared. I have thought that having the first enemy do a one shot kill might be a little over kill, so I may rethink his weapon or lack thereof.
5. Combat - Now comes to the exciting part. As I've already explained, the current format is that when you pick up a pickaxe you acquire a pre-designated amount (In the mine shaft case, 5). When you throw a pickaxe you permanently lose that pickaxe. Now for the good stuff. When that pickaxe is flying through the air and if you aimed correctly (Aiming is dona via the mouse) then it will hit an enemy. It will then get lodged into the enemy's body part and result in an awesome blood spray, killing the enemy. Because of the nature of the animations in the game, each body part can be removed independently which opens up the possibility of decapitation, losing arms/legs, and all kinds of gruesome fun in the future!
That just about wraps up all the significant updates, any questions/comments are always welcomed and appreciated. Thanks for taking the time to read this!