Hi, everyone.
May was difficult but very productive in terms of developing the second act. I managed to finish modeling, texturing, and rigging all the story NPCs. I also spent a lot of time creating AI enemies and their interaction with the main character. Here's a more detailed list of the main things I did this month.
Locations
All the locations for the second act are ready. I added some new Props for the laboratories, so now this location looks really great in my opinion.
Weapons
Added a flashlight to the weapon. Adding a flashlight is not a problem, but turning it on and off was an interesting task to make it work without bugs.
Now you can aim while crouching. I think it will come in handy if you meet the enemy in a ventilation shaft.
Enemies
The AI system of enemies, their animations, and interaction with the main character is the main thing I worked on this month.
All three enemies are fully ready and will not let the player get bored while walking around COLOS-8. I will post more details about the enemies later.
NPC
In the second act, the player will meet three new characters. All of their 3D models, materials, ControlRigs, and dialogs are ready, and some have already been added to the game. The rest are waiting for their turn.
Non-linearity
I had an idea to make non-linear elements in the game depending on the state of the main character. Most of it is already ready and added to the game, so the player will be able to check it in the next update.
I can't tell much about it, because it will mostly be secret cutscenes and dialogues. So just be aware of some illogical actions.
Cut scenes
2/5 of the major cut scenes are already fully completed. As for the secondary cut scenes, they are also halfway done in 2/4. I'm paying a lot of attention to the quality of the animations now, so I hope you'll be satisfied with the new cutscenes.
Gameplay animations
I slightly redesigned the main character's jump and landing animations. Now she jumps more feminine.
Added new crouching aiming animation and get infection animation.
NSFW Animations
As I noted earlier, I paid a lot of attention to animations, especially sensitive moments. Six NSFW animations have been added to the game, which will be displayed both in cutscenes and during gameplay.
The defeat system
During the game, the player can receive 2 types of damage: physical and infection. If everything is clear with physical damage, it is a fall from a height, explosions, hits, etc. Infection is acquired directly from contact with spores from enemies or infected areas. The main character will die from physical damage and you will need to load the save. A full infection of the main character will result in loss of consciousness and activate a cutscene. The main character will regain consciousness in a random place on the ship (where she has already been). After that, the player will need to get to the shower to wash off the spores. Health restoration will take place by using stationary medkits.
Physical Asset
After the death of the main character, I decided it would be a good idea to enable Ragdoll physics. But since the original model I bought had a rather poor physics asset, so I had to modify it.
Damage screens and indicators
Next month, I plan to finish the second act and publish an update 0.2.0. I hope everything goes smoothly. So stay tuned.