Hey everybody! We are glad to announce that we have launched a Kickstarter campaign! You can secure your early bird price and other fantastic rewards here: https://www.kickstarter.com/projects/828792638/lamentum-survival-horror-in-an-endless-nightmare If you like the game share and spread the word. We will thank you very much! Obscure Tales.
In the devlog of today we are going to talk about AI in depth since last week we have been very focused on improving and expanding this topic.
We continue to work hard in Lamentum and today we would like to talk about the importance of decisions in our survival horror.
Lamentum already has a Steam page https://store.steampowered.com/app/1033950/Lamentum/
We would appreciate it if you would support us adding us to your wishlist!
One of the most representative changes with respect to the previous trailer is that we have improved our lighting system by combining our shader to illuminate diffuse materials with particles and the truth is that we liked the result.
Lamentum is a pixel art survival-horror game that takes place in New England in middle of the 19th century.
Hi! These weeks we have been focused on completing the development of the inventory and the item box (wooden chest). As good survival horror our inventory will be limited and we will have to manage it well. The inventory has nine spaces. The first three are special, the objects that we place in these positionsContinue reading “Dev Log: 9 Inventory and Item Box”
Hi! The last days we have been working on a new game mechanic, hiding from the enemies. In Lamentum combat will not always be the best option. Sometimes hiding will be vital to survive. Our character can use the environment to go unnoticed, however not all enemies can be deceived in this way.Continue reading “Dev Log: 8 Hiding System”
Hi! In today’s dev log we want to show the changes we have applied to the game’s light and particle system. Among the improvements we have achieved we can highlight: Improved contrast between dark and light areas (avoiding a collapse of lights and optimizing their performance). Greater depth to the light according to the layerContinue reading “Dev Log: 7”
During last week we have been ending the routes system and pathfinding of the enemies. We have also been working on the attack system of the enemies.