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Although some need tweaking still we have set up all the hand animations for the equipment too and also implemented the Ritual Box, this is a two hand item like the ghostly grimoire, but does not take a slot up on a players equipment bar. However when carrying the Ritual Chest a player cannot use other equipment. Players can pick up items out of the Ritual Chest, players will eventually be able to click on the ritual diagrams in the chest lid to start the process of removing ghosts, the items within the chest are reserved for rituals to remove ghosts from the haunt.
We have been getting the final framework down for our ghosts to process and cycle actions, IE ghost events. I am happy with the current system, ghosts are successfully performing actions and resetting to a state that can then perform more whilst also being able to be interrupted. This was important because there is a lot that the ghost will be able to react to, either player action or voice so it was a priority that we had a ghost action system in place to account for this without breaking.
Ghosts can now affect a players vital stats, which are Health and Mental, certain actions will affect the players mental state, like hallucinations and haunt events while things like throwing objects at players or attacking them will affect the health stat. We have also been working on the overlays that will display screen effects when these stats are low.
Our ghosts are generating with different appearances as well, and not just clothes and hair but also body and face shapes. Some ghosts will also change their appearance during the mission. Animations have been added as well but our ghost animation controller is still a huge work in progress as we ideally want to contract an animator eventually to help with that. 

To give a recap, there are three types of equipment. Left hand equipment, this is considered permanent, equipment that appears in the left hand is always available and players do not have to buy or maintain it. This includes but will not be limited to, the smartphone and flip lighter. Second, we have right hand equipment, this is your standard ghost hunting equipment, it must be bought from the equipment shops, some items are consumable and you will need to buy more, or if you leave them at the haunt. Lastly we have both hands equipment, like the left hand equipment these items are always present, although some of these items will be left or right handed items but within a different configuration, for instance, our ritual chest is a both handed item, and is always present but its contents are considered right hand equipment when removed, the smartphone is also switched to both hands depending on context.
The Ghostly Grimoire has been added too, however just the ghost evidence page. However it is fully functionality and has an auto-picker based on the inputs you give. This auto-picker is designed in away to only predict given the information would know anyway about the ghosts, our server side logic and its properties are always protected from peeking eyes.

Currently players earn cash and experience from missions, however due to the other systems that are still in development how that cash and experience is awarded is extremely rudimental, although still driven by the ghosts basic activity. As with most things, we are in a good stage if the framework is there, it now can be expanded on within context.
A basic framework for UI notifications has been implemented too, our overlay UI is very unobtrusive and relays economic and progression actions when they happen, then the notifications disappear after, if there are multiple actions that happen the notifications will que until there is no more, and then the notification UI will disappear. 
Placement, players can pick up, move, rotate, sell or store any decorator object in their lobby.
Players can also currently buy more decorator items from the web shop. This will then appear in their inventory ready to place or apply in the case of floor or wall coverings.
When a player changes something about their lobby, or their decorator inventory changes, the server database is updated instantly, and although we cache the lobby data on the clients for quicker and efficient loading it is always cross referenced against the server to ensure no one can hack the game and add anything they want to their lobby. 










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