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Gameplay

mollarc edited this page May 1, 2024 · 3 revisions

Video Walkthrough

https://youtu.be/eNXQ4sl0yfE

Development Process

I tend to like big encounters over small ones as you can see from the video. There are about 3 big encounters with 2 medium with some small patrols. To balance this I give the player a more powerful gun or ammo for those powerful guns. The torture room especially has a lot of nail gun ammo to deal with the high-hp enemies in the ambush. I also give the player a large degree of freedom of movement so circle kiting is effective.

One thing I'm really happy with was the implementation of the hell knight jump. I wanted one of them to jump down once the other died, but I couldn't turn off the monster jump trigger. So I hooked up a trigger relay to lower a door that was preventing them from reaching the trigger. The angle of the player's POV and the low height of the lip also make it nearly impossible to see the door move when playing so it creates a nice seamless sequence. image

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