Hibernaculum Mid-Year Update (2025)
Greeting Hibernians!
Welcome once again to another sweepingly grand albeit mostly ill-assembled Hibernaculum backer update!
Now, it has been a good while since my last update - it seems every 3 months now is doable with our studio pipe-line and my multiple roles on board having run me so far off my feet at this point I'm essentially in space with the Ship.
So, I suppose in the spirit of this explanation I begin the pictodump of some of the aspects that have been completed, are underway or are fully polished, tested to a good extent and ready to roll, with as much explanation of the entire tapestry that I can muster on the fly, so to speak (because we still very much have more work to do!).
Much attention has been paid to the survival and integrating systems that make up our gameplay loop dynamic.
While we've had big advances pushing the level design as far as possible within our engine, it's often been more interesting seeing our secondary gameloop mechanics now fully come into play as we test character progression throughout the game. This is the stage where taking a little more time to refine and test how various systems interact and mingle in general gameplay has really paid off.
All ROLE (class) types have been fully outfitted for their entire XP/level tables allowing to finally finalize many in game UI assets as a result.
The toughest part of testing for me personally now is being distracted by the emergent gameplay randomly & unexpectedly during regular runs that really just leave me wanting to continue playing, and I will often forget the many variegates of the actual testing schedule at hand. So suffice to say we would like to expand our testing team very soon, as well.
It's way too time consuming for me to playtest for more than a few hours and still keep up asset production, design and implementation and so on & our current testing team pool is quite small indeed. Music and sound effects have suffered the most under my reign - sadly it's also me making all those! So I have to get on my own back about that soon and just shore up a few missing pieces before we roll into the final countdown and crunch as well. Everything takes time, and time - I suppose - is of the essence.
Mini-Boss battles have undergone significant upgrades and polish.
We have also had troubles building - of course - a bespoke RPG engine ostensibly entirely from scratch & carefully reverse-engineered from games of days long gone by - while still needing to update and put our own spin on the whole formula; in short it's been a battle.
A tough one. A lot of sleepless nights game breaking bugs that we fought for days, weeks - even longer at times on and off... This is something I've glossed over a lot since our funding campaign wrapped but the fact of the matter is the prototype we showed off earlier (one of them, as there has now been many) was scrapped entirely, unfortunately, as it was not performing all the functions I needed it to according to my original designs.
That was a difficult time but in the long run it has paid off tenfold. Making this engine properly, steadfastly, with my team the way I had originally designed and envisioned many many years ago down to every last molecule of detail (with room to dream more up along the way). This was the right way to go, and I'm so thankful we have accomplished that with your help.
It blows me away what we have working now, in house, with my partners at Studio LaBleue - a small group of like-minded people who have helped immensely with the programming and also been a big portion of the creative impetus behind all of our progress post-funding for Hibernaculum.
A lot of the key (and sub) features shown off were actually just animations at that point, and the prototype engine that was being built at the time just simply didn't fit my specs, didn't hit mark and could not -- unfortunately in the long run be utilized at all in any form which was a shame because I had personally spent a lot of time on it, as with the initial prototype I made with my brother a few years before that.
But those early, faltering steps led to a stride now that cannot be surpassed.
Before I leave you with a rather random smattering of our testing photo album (below) I'll also list out as I did last update the general items we've knocked down since I last touched base which will be hugely incomplete list - but might catch a few things these images don't touch on;
- Multiple additions and polish to our UI notably with inventory system and associated frames, the choice UI boxes, text boxes - also a lot of how we manage events has been finalized and polish considerably allowing full gameplay testing, with quests etc
- All ROLE types now have full XP progression from level 1-7 of character progression with all "spell lists" (item creation) abilities filled out for their levelling up, and all other dynamics in play to fully complete a character progression in game from start to finish - which allows us now to experiment with alternate quest path lines for varying character builds
- C&C items creation creation now possible for all ROLE types within game, with the ability to create items based on ROLE and SCLID stats now all fully functioning (most TECH, MED, and BASE type items are fully functional now as well)
- Our Gieger counter, motion tracker and a compass module and now working and interchangeable within the UI (depending on play style)
- RIO mechanics are upgradable as promised with 3 levels of progression to expand your robotic (optional) travel companion throughout the game
- Radiomedicine now all fully functional (which helps fighting enemies that can irradiate you, among other things)
- Vast numbers (150+) completely unique items are now fully working in game with (most) of their art and SFX assets completed as well (which again, is beginning to feel like a fully fleshed experience which is nice to say the least!)
- Multiple smaller refinements during testing across the board, crippled head and blindness for instance has been added (with flying enemy types being the lead cause of these type of injuries, naturally, like our KKV)
- All Nine Realms (levels) are in game now, with the latter levels in various stages of completion as we fill in events and quests and begin to really fill the atmosphere out, as well as the questing
- So much more than I can recall right at this moment! - but as always I will strive to update all platforms as frequently as possible as we begin to bring production full circle
New UI interface polish, new items, new role-based abilities and new functional devices are now being developed and polished to completion in much short order.
We are now on the home stretch. We have our game - for the most part and many of the smaller details and aspects I had hinted at or at worst simply hoped upon hope would could - and could even be done are now working, polished and in many cases working far and above into the overall gameplay in ways I could never even have hoped, nor imagined.
Current pipeline development is focused on the latter stages of the game, such as the Rift (currently under construction)
I do, very much look forward to the last asset creation push though too - actually writing the dialogue, making the music and SFX, painting every single art and animation assets are the bread and butter I live for in game development - not that designing a game and leading the team isn't rewarding, seeing that come together, and work, respectively but it's creating the parts that get implemented - artistically - I suppose you could say is the part I really enjoy so I'm going to leave you on that note a I fire up a vintage Yamaha SY-77 synthesizer and plot out some more grim sound for you to hear - to go along with these images!
New enemies and new animations have taken considerable development time but we love the results!
Even a safe hollow will not shield you from that radioactive pool you just waded through...
Ranged combat with a troglodyte may have you hot-footing about.
New event mechanics have taken considerable reworking, but are now functioning with smooth fluidity.
Giant Isopods move slowly but take a lot of hits... Unlike your own body at lower levels
This particular bug *really* killed me...
...Be seeing you! (soon - I'll go back to month to month with updates as we lead up to release - once crunch eases up somewhat so - don't worry!)
-Mords