- UPDATE! - 25 July 2022
Hello everybody! So since the last update here there has been a whole lot of things going on in my life. Lot's of very big changes. Some of you may already be in the loop if you follow the game's Youtube channel or other social media pages, but this is going to be an update for those of you who do not already know. I could type it all out here, but that would be a huge pain in the ass, so instead I have a video explaining what all was going on during my time away. So there's that. Pretty neat stuff, right? Right! Now on to the next order of business! What's been going on since then? Because that video was made like 4 months ago... Well over these past 4 months I have built this: I know that House of Velez may not be of any relevance to some of us here, since it is the exact opposite type of a game to Grave Prosperity. But the part that should interest you is the advancements that have b…
- The Next Update! - 30 September 2021
Since the last update there's been quite a bit done! Lots of environment building and some new enemies have also been made. I've finally completed building on that outdoor section we saw in the last update, and recently I've been working on the infamous room where we encounter our first Scavenger! That's been a lot of fun. There's a couple extra little areas leading up to that now too, instead of just the room itself. I think everyone will be into it! I've also added a shotgun, which you will see in the video below, along with a new zombie-type enemy we'll encounter. I wanted the shotgun to be fun to use, so it's capable of blowing off limbs, blowing enemies in half, or even completely obliterating a torso (which is shown in the video above). As of the moment, the focus is on getting the Scavenger's AI made. I've been so excited about getting around to working on these guys since they w…
- Visual Updates And... The Scavenger! - 8 July 2021
Since the last update I decided to do some more studying up on 3D modeling. I also picked up Zbrush so I could start making some very high detailed sculpts to project onto low poly models. Doing this has really helped optimize things as well. Having Zbrush, I decided that this would be the best time to get the Scavenger properly made! They're the most well know monster in Grave Prosperity due to their incredibly unforgiving reputation as the first enemy you encounter in the old games. Because of this I didn't want them made until I felt I could get the best quality out of them. Here's some of the progress as I was learning: Zbrush sculpt for the Lake Monster Low poly model with Zbrush diffuse and normals projected in Blender Amber's updated and optimized model Updated lighting Zbrush sculpt for the Scavenger's design Low poly model with Zbrush diffuse and normals projected in Blender Sc…
- New Mechanics Update - 3 June 2021
Time for another update! So last time I said I was hoping to return with some info showing the new Scavengers. But I ended up moving in another direction and then got really caught up in said direction... So basically I've been building an entirely new outdoor section that introduces a couple new mechanics, including minor platforming, a grappling gun, and swimming. It also brings in new enemies and bosses. This section is meant to replace and expand on that very small outside area from the original game where the tomb stones were. Right before the Lab. Those new mechanics I mentioned are already made into the game and they are designed to expand on our ability to explore the world. Combat is cool, but I want there to be more than just that and minor key hunts. There will be lots of hidden items, extra enemies, and new places to find, and this is how we're going to do it! I got some scr…
- Full Combat Update - 25 April 2021
It's finally time to show off Amber's full machete and firearm move set! Like I talked about last time, I added the shooting system and included that RE4 style contextual melee system to supplement it. And the addition I have been most excited about working on is also now complete! The execution system! There's 3 different types per enemy-type. Depending on where the camera is pointed on the enemy, Amber will do a different execution. So if the camera is pointed up at them, she'll do one, if it's looking down at them she'll do another, and if it's looking straight at them she'll do a different one. So pretty much like a DOOM-lite glory kill system. Anyway. Enough talk! Let's take a look at how things are looking after a month of work: So I am very very happy with the current state of the game. This is basically what I always hoped Grave Prosperity could look and play like when I first s…
- Basic Combat Update! - 15 March 2021
As the last announcement promised, this update is on the combat system in motion! But instead of using the Scavenger, I am using another variant of enemy. A Miki Doll. These are like toned down versions of the Dolls from the demo. In this remake I want to try to be good about getting the player eased into the combat, unlike the original games. That means you won't be facing quick teleporting enemies right off the bat. But you will eventually! The clip shows Amber's new evasion techniques used along side her basic combo, running attack, and 3 different counters, along with an extension to her classic dash-cut. All of Amber's attacks can be cancelled out of with a block or dodge, making her extremely responsive. The only thing not here is the finishers I mentioned last time. I'm starting work on next. So after this the plan is to get the new "Execution" techniques made. And then move on t…
- Basic Mechanics Update! - 14 February 2021
Time for another update! Development is going wonderfully. Amber's model has received a number of visual upgrades, and she now has some of her old moves back in the game, along with some new ones! So first, she has her basic dodge roll and backflip again. But to add to that she also has a "quick dodge" now too! This will be a slightly more advanced move that will require better timing to pull off. It is an instant dodge that will allow you to not only avoid damage, but also resume the offensive immediately after without the need for re-establishing your position. These things are shown below vvv Evasion techniques using machete and pistol Amber's new visual upgrades I think I want the next update to show a full combat demonstration against the dreaded Scavengers! I've already got them modeled and rigged, just need to get them animated. The combat using this new system should be lot's of…
- The REMAKE - 21 January 2021
I have a quick look at some of the visual updates that are going into the final game! As most of you already know, I made everything in the demo by hand. That means models, textures, animations- everything. Because of that the demo took a massive hit in the visuals department, but it was something I needed to do for myself at least once. I gained a lot from the experience, so I was happy with the results even if they weren't as good as they could have been. Now for the full game I am actually dumping money into the assets where needed in order to make a better looking game! Here's some screen shots of Amber's model and the exterior of the Red mosquito Motel. And of course I tried to keep her design as close to the current game's design as possible. Amber's REDUX Costume will be making a return as well -Blender Concept- A new feature I've included is Amber will physically look at whereve…
- Vestigial Princess DLC Patch - 13 January 2021
A couple of things were brought to my attention recently, so I went ahead and patched them up! Bug Fix- Steam VR is opened when starting the DLC. Turns out UE4 comes with a built-in plugin that opens Steam VR automatically. It's been fixed. Bug Fix- A death scene debugger I was using got left over where pressing P on the keyboard would call The Looming Child (the giant hand) and it would kill you. Unexpectedly hilarious if anyone accidently found that one! And that's that! This is just a demo for the full game, so I don't want to dedicate more time than necessary on this unless something really big comes up. I plan to place my full focus on the full game now. Updates will be rolling in soon!
- DEMO RELEASED! - 9 January 2021
I just got the go-ahead from Valve, so The Vestigial Princess DLC is now available! Be sure to check the system requirements, as they differ from the base game. This one runs just like the others, so open the base game in your library after you download the DLC, and then select "The Vestigial Princess" to play. Have fun!
- The Count Down Is On! - 5 January 2021
Alright! So that charger came in, I got everything all squared away, and now the Demo is just awaiting review from Valve! So once that's done we'll be playing that demo! I'm pretty excited about this! It's my first time working in full 3D, and this has been a year in the making. Every bit of it has been spent learning both Blender and UE4 and building as I went. I hope you all have fun with this! It's essentially Grave Prosperity and House of Velez rolled into one- but in 3D. I'll be back to announce when the game goes live! Thank you all for supporting my work throughout this crazy new transition!
- Demo Update - 24 December 2020
Hey everybody I got some bad news! The demo is gonna get pushed back a tad because my main laptops's power supply just bit the big one. I already ordered another one, but with the holiday traffic I don't expect it to be here until sometime next week. This isn't anything catastrophic, but as you all know I was hoping to be finished completely before the new year. With this minor setback it doesn't look like that's going to happen. It is what it is though. As soon as that power supply gets here it'll be back to getting the final touches done! Just wanted to keep you all in the loop. The good news: I am literally staring at the finish line for this thing. Everything from the last update has been implemented already and I ended up deciding to add in some more little features after that. So no worries for the game itself, I'm very happy with the way it has turned out!
- GP - The Final (DEMO) Update - 27 November 2020
Here we are! The last big update before the demo is ready! Anything past this point will be in regards to delays for that "by or before the new year" release window I'm trying to hit. Things are looking good though, so I'm not even worried about it. So on to the update! Today I have a look at the official title screen for the demo, and a full demonstration on its combat system. The demo is titled "The Vestigial Princess," and it is going to be treated as its own little chapter that leads into the events of Grave Prosperity, opposed to being a section of the main game. The Title Screen: The Combat System: This demo introduces a new character and expands on the story that will be present in GP. Keep in mind that the character models that we've seen up to this point will not be the same ones in the final game. This is for the better. The new models blow these out of the water, but I'm goin…
- GP - A Really Big Update! - 24 July 2020
Hello everybody! It's that time again! Time for the next update! So this time I have some pretty big changes for you all! So let's start from the top... DEATH SCENES The brutal cinematic death scenes from the previous games (Older versions of GP and HoV) are making a return! Only this time they're utilizing the awesome power of UE4's sequencer. Although they are still treated like a cutscene in the game, they are no longer static. What this means is that each death scene can be played dynamically from anywhere the player is standing in the world. So instead of an FMV that plays the same camera cuts, from a pre-determined position, these death scenes occur relative to Amber's location and rotation on a map. Instead of trying to explain, let me show you an example, using the first two deaths that can occur from the latest enemy: The "Amber Doll." Death From Back Attack Death From Front At…
- GP - Machete Combat! - 24 March 2020
Another update! And it didn't take 6 months to get out this time! Today I'm showing a quick combat test using the machete's light attacks. And I figured the best test dummy for this demonstration would be our good friend, the Scavenger! It's still fast, and it can still be brutal if you're not fast enough! For the sake of this test I don't have the attacks and dodging taking a toll on the stamina bar. I just want to show off how the moves look, and the various ways they can finish a Scavenger. The cool thing is this is just the Scavenger. Each enemy-type will react differently to Amber's attacks, and they will all be executed in unique ways as well. As mentioned above, these are just the light attacks. Amber also has a 4 hit heavy attack combo at her disposal. The effects of those will be shown at a later date. So imagine being able to quickly swap between firearms, using OTS shooting m…
- GP - The Next Update - 29 February 2020
It's been a good 6 months since the project started, and the last update- So it's probably a good time to chime in and let everyone now how things are going! Since September last year the game has undergone lots of changes and graphical updates as I've grown more as a 3D modeler. Amber's model has wen't through a bunch of changes, and there's been quite a few new monsters added to the original roster too! The biggest change that's just recently occurred was in the perspective of the game's camera. I was wanting the game to be played in the classic fixed/dynamic cam view, and it was working out great for a long time. But then once I started adding more of the mechanics that are familiar to GP into it, things started to get complicated. Trying to keep the fast paced nature of the original in this version, along with the dodging mechanics, and the ability to damage enemies based on where y…
- GP - What's Going On?? - 26 September 2019
I've been keeping quiet here for some time now! For reasons.... Actually for pretty exciting reasons! Ok, so to start off... Remember that combat patch i was working so hard on before? Well it started to become too much for the engine I was using to handle, and the game would pretty much just start going nuts at random times. Audio and visual glitches possibly due to overload. House of Velez suffers from similar occaasional audio glitches, but these were 10X worse. Not just background music, but even in-game sound effects would just outright refuse to play. Shadows would begin jumping from the background layer to the foreground layers. Things were getting out of hand... SO! Basically it was a losing battle, and I had to come to terms with the fact that the games I'm wanting to make are not best suited for an engine like Construct 2. I'm using large pre-rendered sprites of professionally…
- GP - Part 1 -- Combat Patch !Preview! - 25 May 2019
Since the last update a lot of things have happened! Some things have changed from the initial plan, and many have stayed the same. This is a little preview of some features from the upcoming combat patch for Part 1! This is still an early look, but it's all coming together very well! https://www.youtube.com/watch?v=f1Jw0lLJ0fs There is still more to be done, and some more features to be added, but this is a pretty good idea of the bare-bones look of it! The exciting stuff is still to come! :D
- GP - Part 1 -- Upcoming Patch - 2 - 11 April 2019
Your light and heavy attacks in the upcoming patch are considered your "edged attacks." These are designed to attack enemy health. Now there is a new addition to your arsenal called "blunt attacks." These attacks are designed to attack the enemy guard gauge (Which is also a new feature). Blunt attacks are physical unarmed attacks that focus on impact, rather than cutting. When the enemies go on the defensive, use your blunt attacks to wear them down! If you manage to completely exhaust their guard gauge they will become staggered, allowing you to perform a special edged attack that will knock a chunk out of their health gauge! So when things start to get hairy, don't forget to hit that blunt, baby! https://youtu.be/VTmZBKbaQn0 Next up I will be working on a move list the player can refer to, in order to perform unique attacks during combat.
- GP - Part 1 -- Upcoming Patch - 10 April 2019
Before I get to Part 2, I am going to work a patch that will expand upon and revamp the current combat system. Right now it's a bit basic. I'm intending on expanding Amber's move set, and also the enemies'. I want GP to have a more in-depth combat system, and this patch will be the one to make it happen! At the moment I am adding in two different types of attacks for Amber. She will have light attacks and heavy attacks. Right now the basic 4 hit combo we already have would be considered as the "light attacks." Below here is a test for the 4 hit heavy attack combo: https://youtu.be/vZqJ7LG8lz0 There are quite a few more coming soon!