Development Updates
(DU for short)
DU_S11 - August 1st, 2022
DU_S11 - I moved and went through a crisis for some time unable to do much on Subjugation. Unfortunately I am waiting till I upgrade my PC to comeback to this project. Which will be later this month (Hopefully).
DU_S10 - September 11th, 2021
DU_S10 - Been busy with work and not having much time to dedicate to this project. I have most of it finished in my head so that's a good thing. So many great things will be added to this project. It is very surreal and is based on Existential Dread and complete insanity. I am changing the whole scope for the Alpha/beta. Though I do not feel ready to talk about it. I am bound to move soon and have a much better job that seems to allow me to have time to dedicate a proper amount of time to Subjugation. I added a new section called "Store" with a free download if you wish to check it out.
PS: Here’s a couple of pics of the game :)
DU_S9 - June 15th, 2021
DU_S9 - Using Quixel's Mixer is very strange and buggy when it comes to importing custom maps. You can't even bake an object's maps which is so odd as I thought that feature would be there. I don't get how people can use it with ease as I get troubles doing the most simplest things and can't find solutions to my specific issues. These pesky problems in Mixer made me switch back to substance painter. Two pictures are presented. One is a gate key and the other is a gate lock enriched with a glowing substance.
Side note: I’m looking towards putting these updates in tabs you can collapse to make it easier to see all the updates instead of scrolling all the way down. Squarespace must allow that and I’ll be looking into doing that.
DU_S8 - June 14th, 2021
DU_S8 - Adding gates. Some areas will be blocked by gates and you'll need a key for the lock. Weapons will not damage the lock as it is made with top grade materials. I'm thinking about adding an extra weapon that is solar powered and charges near lights. It isn't powerful or the greatest to use. It is convenient to use in cases where there's plenty of lights. I'll have to ponder on how to implement this weapon. I don't think it'll be in the Alpha's first few rounds of updates/fixes.
DU_S7 - June 13th, 2021
DU_S7 - GOOD NEWS!!! Alpha is in development. Alpha stage will feature one environment with 3 maps or 2. I do not have the full Alpha roadmap in mind. Since I am focusing on environments I'm getting solid ideas Such as ladders to climb, crawl spaces, ropes to climb, Ledges to balance on and so forth. These are ideas so idk about implementing them just yet. I am very excited and can't wait to dish this out once I feel the Alpha is ready to launch.
DU_S6 - June 10th, 2021
DU_S6 - I've not done my focus on level design or what environments I'd want to implement yet. I am thinking about adding environments that are somewhat industrial as I do have this fear of looking at oil rigs or factories as it is a jungle of pipes/metal breams and looks easy to get lost in despite the linear path you take. I'd like most environments to encapsulate what I fear looking at and try to translate it as a space for you to roam in. Now I don't want every environment to be industrial looking as that would outwash the aspect of making each environment unique. There will be an environment called The Wood Works which is based on occurring dreams I get where I am walking around an infinite unfinished house with some metal and wood bars in places that are logical and illogical.
PS: This is a test map. It does generate an idea to me on what I should do for industrial environments. Especially for the rustic ones.
DU_S5 - June 7th, 2021
DU_S5 - Changed the PHASR reload to be more fluent. I did change an animation for the DM4 Shotgun mode's firing as it felt too slow for combat.
DU_S4 - June 6th, 2021
DU_S4 - Apologies for the long drought on the updates. Had lots going on in the background. I basically didn't do much work from March-April due to exhaustion from work. I got my balance and am busy with trying to make significant progress each day. I did rename Ghost Tank to Subjugation hence the update notes showing "DU_S" instead of "DU_GT". I found it best to adjust the focus on another vision that does not prioritize the Ghost Tank. There will be plenty more entities which adding more makes the Ghost Tank obsolete as a title name. Sorry for not explaining the Injection Hammer Mechanics just yet. I do need time to think about all of the properties the Injection Hammer will have.
I do need to take more screenshots and elaborate on changes/enemies in the game. I am excited to talk about the enemies. Before I do so. I’ll share pics of textured objects and what not in the game. For now here is this screenshot with plenty of stuff in scene. Most will be explained overtime.
DU_S3 - Feb 22nd, 2021
DU_S3 - Within this update I'll show images of some items. NOTE: The emission material for the lights have been made in UE4. I have taken these screenshots in Substance Painter where that emission material isn't present.
Next up is showing a work in progress version of the main character you play as named Ardmon. The whole model is near completion. It may take sometime for me to get the model game ready, rigged, fully textured, and animated.
Ardmon takes on a humanistic form and is on the path of transgression. Once the model is fully complete and textured I’ll give more info of Ardmon. Next update will detail the Injection Hammer weapon and its overall function in game.
DU_S2 - Feb 16th, 2021
DU_S2 - The Votthoboran is fully textured as shown. The Vot will play a big role in what you will do in the game. You will find vital items and return them to this machine. When all are returned you will obtain an item that allows you to proceed further to the next level. Best part is I am making you decide which level should be next with a choice in most cases. It can either be A or B.
Next is the third Eisen Scout. A heavy class scout that cannot be killed. It can be damaged to falter giving you time to escape from it. Here you can see some anims I made on the left side. It has different attacks that can be prevented. Such as if its right drill is raised you can shoot it to stagger it before it gets the chance to swing at you. You can use this technique to block attacks from this scout. It will be vital.
Snap shots of the Scout fully textured. Next update will show the character you play as and snapshots of some objects.
DU_S1 - Feb 1st, 2021
The DU_S1 stands for Development Update Ghost Tank 1. In the post I’ll discuss what I am currently doing with Ghost Tank. I plan to add Ghost Tank to Steam as a paid game around the price of $4.99 or less. I am still deciding. I’d like to make it free, but I am unable to do so as I really want to make a good profit from my works. There will be a lite version that will include a map and most features (No weapon will be removed). Most I am thinking about doing for the lite is excluding an entity and some maps. This may change in the future. I plan to give away 15 copies or maybe even more upon release. Before I release it I will put the lite version on Gamejolt for everyone to try. I need to see what I should fix before releasing as I want to make it clear to what everyone seeks. With this out of the way let me elaborate on what I am doing.
That contraption is called “Votthoboran”. For context you place relics within this machine you find. It is a main objective. In return you get rewards (Still pondering on this). Once all relics are turned in your mission is complete. In the photo you’ll see the machine is still WIP on texture work. Currently I am texturing it with a software called Substance Painter. The next thing for me to do is make animations for an entity called Eisen Scout 3 (ES3), a heavy class scout. Next post will show ES3 and the final version of the Votthoboran.