Change of Nature is a 'kinda' horror game created in Godot. The player will traverse through room after room, facing unexplainable phenomena. Be careful! As right when you think you have something figured out, it might change its nature!! (omg name drop!!)

DEMO 4!
Fixed tons of small bugs, improved enemy spawning mechanics, and added new barrels that can take the place of lockers sometimes!
Controls:
wsad to move
E to interact
DEMO EXCLUSIVE CONTROLS:
Left control - Noclip freefly
Left Shift - Sprint
Chiller day today, added so the back spawning enemy also waits 5 seconds before moving (front is 10) to give the player more time to hide and a better chance of survival, also started making a debug GUI to speed up development.
Started on recording the player movement system to have more quality features, such as view bobbing, crouching ect. Will work on moving functionality from old system to the new one.
Bugs fixed:
Fixed front spawning enemies taking forever to reach the starting point, then instantly surprising the player.
Current Known Bugs:
When a room is pregenerated, sometimes a duplicate room will spawn clipping into the current room.
DEMO 3!!
Added the possibility for the test enemy to be able to spawn in from the front, pre room generation is still kinda bugged, You can no clip though the walls with left control if that happens.
Controls:
wsad to move
DEMO EXCLUSIVE CONTROLS:
Left control - Noclip freefly
Left Shift - Sprint
Polished Enemy front spawn sequence:
Enemy when spawning in the front, travels from the world origin to the last available waypoint. If the player opens another door while its traveling it immediately teleports there and starts moving backwards to surprise the player. Also fixed a room gen bug
Created a way for the enemy to have a 10% chance of spawning in the room ahead, instead of behind the player to attempt to surprise them. Still a work in progress but successfully added: Room pre-generation, flags to enemy scenes that dictate if they have the possibly to spawn in front, and a way for the enemy to spawn in front by traveling to the last available way-point. Working on making it so the enemy cant kill you while traveling to said way-point.
Attempted to add variety to how the main enemy can spawn, like coming from the room in the front sometimes but very broken right now, hopefully should be fixed tomorrow. Video demonstrates how broken it is right now. 😭
Demo 2!
Added:
New locker model + animation
Player camera fov animation when entering locker
Locker cooldowns
Revamped intro sequence
Tons of bug fixes
Controls:
wsad to move
DEMO EXCLUSIVE CONTROLS:
Left control - Noclip freefly
Left Shift - Sprint
Added code to have a cool down on when lockers are entered so you can spam. Still some bugs to fix, also created an assortment of new rooms and made lockers sometimes not generate. Spent way too much time attempting to fix a dumb bug.
Demo 1!
Added functionality for lockers to hide in, and made the player be able to die and re spawn. Also added cool flickering lights that mark arrival of enemy.
EPILEPSY WARNING ON VIDEO: Fixed the weird lighting issues with a band-aid fix for now, polished enemy ai, (the speed is faster depending on how many rooms have been opened.) Also added a strobing effect when the enemy is close.
Added the smooth turning on of emergency lights, instead of just snapping on. Created the first enemy AI! It linearly interpolates along set nodes placed in a room, from the closest one first to the furthest one last by distance from world origin. Its should turn off the lights as it passes and turn on the emergency lights later, but kinda bugged right now.
Solved lighting bug issue, improved lighting performance, decorated and lighted all current rooms, (turn L, turn R, and proto corridor) coded toggles for all lights in a room, added emergency lights that turn on when room is dark, added a fog toggle collision boxes so when in a dark room, fog is not visible, sightly modified some models to solve clipping issues.
Modeled two new industrial light types, implemented said light types in a testing room, tried to bug fix a weird lighting bug big time waste. Also created a title screen to prepare for demo.
Added a font that will be used thought the game, added a door counter that counts how many rooms you have passed, added rooms with turns, added code to make it so turn rooms don't happen super often and require a random number of rooms to pass before spawning one (to prevent clipping). Added the staring room, a big, mysterious facility. Added collisions to said starting room. Goal is to get first demo out this weekend!
Created a animation for the door!
Created a movable player, created screen shake code based on proximity to an object, and made a test billboard entity.
Setup - nothing here yet
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