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UNLOVED > General Discussions > Topic Details
Blue  [developer] Jul 22, 2018 @ 6:29am
New Game Video 4
https://youtu.be/WmIv-AryaAc

Sorry for the recording hiccups, I've only noticed the frame dips and weird one-frame images after the video was done. Sorry!

In this video, I talk about the general progression of the game, secret doors, alternate fire modes and of course you can see the female player character for the first time! In the final game you'll be able to change all kinds of options on your character, gender, face, hair color, outfits and so on.

Also I'm delaying the Free Demo until after the Early Access release to get the game as polished as possible to make a good first impression with the demo to new people.

Music by James Dean

Let me know what you think and have a great day :)
Last edited by Blue; Jul 22, 2018 @ 8:34am
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Showing 1-15 of 34 comments
[ACPL] Jon Jul 22, 2018 @ 6:32am 
Posting so I can find this video in my post history
Last edited by [ACPL] Jon; Jul 22, 2018 @ 6:32am
You should add some classy boob jiggle physics, nice hair animation!
Frollospyre Jul 22, 2018 @ 8:02am 
Hey, what are the casino chips for and should we (the almighty consumers!!!11one) be worried?

Edit: You should mention that you're bringing up the delay of the Demo in the text below, it's a pretty important point!
Last edited by Frollospyre; Jul 22, 2018 @ 8:03am
Blue  [developer] Jul 22, 2018 @ 8:32am 
Thanks Frollo, I've edited the text :)

Good catch with the Casino Coins! I'm currently playing with the idea of having the same thing as real Loot Boxes except everything is ingame. Because I think Loot Boxes in itself is a fun concept - but wasting real money isn't. So I'm currently thinking about having something like Booty Crates that give random loot except no real money involved.
Frollospyre Jul 22, 2018 @ 8:37am 
Thanks for the concise reply! Though I have to say that really does make me curious. I'll leave my questions here if you feel like sharing the bits about it.

1. What impact will loot have in your new game? (difficulty wise, progression)
2. Can loot be acquired in any other way except for "Booty Crates"?
3. What can be done with excess loot?
and finally, how is the level indicator working? Does it factor into things such as damage recieved/taken?
Blue  [developer] Jul 22, 2018 @ 10:17am 
1. Progression is layered into two aspects, long term and short term.
Long term unlockables are based on XP and player level. They stay with your profile forever. These unlockables include items and upgrades that can then get shuffled into your playthroughs like in Binding of Isaac.
Short term items and loot are like UNLOVED trinkets or weapon mods that will stay for one Episode. Think of it like Doom Episodes which consist of 3-10 maps and after that you go again from pistol start.

Difficulty is more like Challenges in UNLOVED, but they stack. Each new map within an episode adds a new modifier like 5% of enemies are super fast or 10% become Rotten versions or you have 25% less health items in the maps and so on. It makes the difficulty progression more interesting and you never know what you'll get next time.

2. Currently Loot can be acquired by opening Booty Crates or buying them from shops (with ingame Casino Coins). I'm not sure what kind of Loot there will be, if long term or short term, we'll see. Maybe both so it's more interesting to open them.

3. Excess stuff can be turned into scraps which can be used to craft items in your episodes. So if you want to increase your chances of survival you can craft health, ammo or power ups with your leftover scraps.

What do you mean with level indicator? Not sure I understand.
Last edited by Blue; Jul 22, 2018 @ 10:18am
Frollospyre Jul 22, 2018 @ 10:51am 
Again, thanks for the quick replies. I'm fascinated, and I suspected there would be levels when I saw this http://puu.sh/B1bXG.png (This is what I meant with 'level indicator' but I think that was the wrong word to use here.)

I like the idea of Episodes, it could make games less restricted and perhaps prevent certain meta as UNLOVED had where you could simply just re-roll the game if it wasn't in your favor. An example was Kukri Evidence, which is objectively better than a Gun to begin with as the chance of weapons spawning (in light category) are very high - so as you grow more quick to scan rooms and know locations of where weapons spawn, it becomes less of an issue. With Episodes, it can be more harsh to consider rerolling as a whole, and you must factor what comes along the way rather than just the standard RNG of "heat". This can lead to that some more "niché" decisions can become very powerful down the road of Episode-play.

Loot is always nice, I got very little to add on it but as progression elements have become a norm in nearly every type of videogame, it's just nice to have something else to work for. As someone who played UNLOVED and moderated the Discord channel "Unloved Friend Finder", I can say a lot of people would not have stuck around for solely just gameplay, even if they found the game to be great. Myself included; I found progression a huge reason to keep going on and there was a reward in beating the unfair game, knowing it had now made you a little bit stronger to take on higher and higher curves of RNG tossed against your way. I think it's very important that players do not feel entirely dependent on RNG-farming like Demon Chests has been, where you simply couldn't get any stronger if you didn't roll x level over your current trinket. Vermintide 2 has and still have a rather big concern regarding these things if you'd like to be shown an example to read and research about.

With the addition of Rings, as I have highly praised on your part, you introduced a new - interesting but also refreshing kind of way to power yourself up and take the player away from the repetitive DC hunt. One was able to combine these and hunt both resources at the same time, but it was best if you tried to focus on one area more.

I hope that you will consider adding more ways for player growth either by introducing higher skill ceiling (such as rocket jumps for instance) or more alternative gamemodes/resources/elements in your new game IF it is to have "Loot" as an important factor for winning games. If possible, I'd love if you could implement an RNG-protection to avoid cases like Demon Chests where we have had some very questionable results - none that I can put forth, but that has been animous across the forums between veterans and newcomers alike (Including statistics given by Potterman and others on their threads here.) A system that would have prevented duplicates of the same level, rank and type would have done a huge amount towards a small, or big part of the people in the "bell-curve" where they either get absurd results of positive or negative favor.

Keep up the good work. I like the modeling work you have done and while I still feel the core gameplay needs to get more interesting, for reasons I've difficulty to explain and hope someone can point out better, I am curious about the game as it still has a lot of elements from UNLOVED. :yinyang:
Blue  [developer] Jul 22, 2018 @ 1:32pm 
Thanks for your insight :)

The gameplay is missing some very crucial elements, so that's why I'm not mentioning much about it for now. This is something I'll be working on in the near future. I've studied many many Doom community maps and they all have certain elements to spice things up that are currently missing in my game.

BTW anything regarding "heat" is out the window. While it was a fun mechanic to explore with UNLOVED, it's just a nightmare as a designer to get any kind of sense into the gameplay.

In the new game, everything is based on a new mechanic that I've conjured up and at least for now it seems very promising and it keeps the gameplay "stable".

Progression and mastery are key elements of modern game design. There are currently 2 gameplay mechanics missing that will give the player a higher sense of mastery once they start pulling them off in awesome fashion.
Blue  [developer] Jul 22, 2018 @ 1:35pm 
Originally posted by =PDTC= Rug 7.2 ✌:
You should add some classy boob jiggle physics, nice hair animation!
Done and done!

Thanks for the suggestion! That's why I love you guys, always pointing me towards the most important things!

Seriously I've spent the last 4-5 hours to get boob physics working and now they are here and I have a single tear in my eye because of all the beauty ;)

Also I've fixed the hair-motion-blur artifacts that can be seen in the video. Hooray!
Zod Jul 22, 2018 @ 1:43pm 
Looking really good! I'm curious as to which other abilities besides slow-mo that might show up!
Really like the addition of secret rooms, time for some treasure hunting :steamhappy:
Originally posted by Blue:
Originally posted by =PDTC= Rug 7.2 ✌:
You should add some classy boob jiggle physics, nice hair animation!
Done and done!

Thanks for the suggestion! That's why I love you guys, always pointing me towards the most important things!

Seriously I've spent the last 4-5 hours to get boob physics working and now they are here and I have a single tear in my eye because of all the beauty ;)

Also I've fixed the hair-motion-blur artifacts that can be seen in the video. Hooray!

You absolute beast :D
I cannot wait to pick this game up!
Blue  [developer] Jul 22, 2018 @ 3:50pm 
Originally posted by =PDTC= Rug 7.2 ✌:
You absolute beast :D

https://www.youtube.com/watch?v=zhhQEo9u6k8
potterman28wxcv Jul 22, 2018 @ 3:56pm 
inb4 Blue posts a 10-hours version of booby physics

This is looking pretty neat! I can't wait to see how it looks like once more monsters are added :)
shotgun_jo Jul 23, 2018 @ 7:00am 
I like what i 've seen! the fights is awesome!
I am so impatient, good games is so rare.
Well,so no free demo...i don't care, take my money Blue! :)
Good work anyway!
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UNLOVED > General Discussions > Topic Details