Seventeenth Entry, Playable Alpha - September 5, 2020

posted in Mikael Henriksson for project Tracked Mind
Published September 05, 2020
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Hello!

This is the seventeenth entry of my development blog for my project 'Tracked Mind'.

Happy news: I just released a playable Alpha version of the game, which you can download here:

https://drive.google.com/drive/folders/1YBZnHCsFWqRoLZzZ-X56mRiDaIG7-ZBv?usp=sharing

This version of the game is a "non-story" version and has been released so you can try the game mechanics, and does not represent the quality and atmosphere of the final version of the game. The game will of course improve based on the feedback. All construcive feedback is welcome! From now on it should be easier to release updated versions of the game whenever something new has been added to the game, which is what I've always wanted. During the "packaging phase" of this Alpha version I was able to detect hidden errors which has now been fixed. I was expecting a lot more packaging errors. Maybe I was just lucky?

Before I released the Alpha version I added a music system to the game. During calm moments of the game calm (but scary) music and ambient sounds will be playing, as well as random sound effects related to the specific area. The music system also has a mode that will activate if the Player is close to an enemy but hasn't been detected yet. Once the Player has been detected by an enemy faster music will be played until the last enemy has been killed or lost the Player.

Besides that I've added more animations for the main character when interacting with objects. Thanks to animation blending I was able to make left handed animations play even if the main character is holding a weapon. For instance: when picking up and item the left arm will let go of the equipped pistol, play a “pick up item” animation while the right arm is still holding a weapon, and then blend back to the idle animation.

The Player can now interact with padlocks and keypads that will require codes to unlock. The AI has been upgraded, for instance the monsters might yell at the Player before attacking. The AI is definitely not done yet though.

Let me know if you decide test the game and have any feedback.

Thanks once again for reading!

General changes:

- Added a music system.

- The Player can now interact with padlocks and keypads.

- Tweaked and balanced the speed and reach of melee weapons.

- Player Pick up animation system.

- New AI events. For instance the AI might yell at the Player before attacking.

- Added more inventory icons.

- Added "used" sound effects to all inventory items.

- General optimizations

Bug Fixes:

- Fixed a bug that prevented footstep sounds to play when crouching.

- Fixed a texture streaming bug.

Don't forget to follow the game on twitter on Twitter:

https://twitter.com/ClovetasticI

And if you want to contribute to the game you can do that at our Patreon page: https://www.patreon.com/clovetastic

/Mikael Henriksson - Clovetastic Interactive

1 likes 2 comments

Comments

EmptyOcean

Hi, this project looks great ? on the video you posted, I saw a great opportunity for jumpscare at the place where 2 chairs are in front of a candle… when you walk back from the dead-end corridor :D I will try out your free demo ?

October 05, 2020 07:34 AM
Mikael Henriksson

Thank you EmptyOcean! I agree that would be a great place for a jump scare :). Who knows what will happen until the next playable version? :) Sounds good, let me know what you think about it when you've played it!

October 07, 2020 10:35 AM
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