HIBERNACULUM SURVIVAL/COMBAT MECHANICS UPDATE
Greetings once more, Hibernians!
The month of April brings us ever nearer the reality of Hibernaculum becoming more than the sum of it's parts.
We now have fully implemented (barring more testing as we begin to really flesh out the playable regions leading to mid-game);
*32+ unique weapon types implemented (ranged & melee)
*HP, hitboxes and heal/craft items during REST fully working
*Equipment slots + pouches working (plus all associated adjusters)
*Respawning enemies
*Simulated combat dice rolls (based on DnD-esque system)
*Weapon "cooldown" (simulated turn-based)
*Enemy AI improvements
*Limb crippling
*Heaps of graphical additions including but not limited to;
*Blood!
*Fog!
*Corpses!
Essentially - the lattice from which the survival horror experience will hang from - is in now fully working in build. All of our survival, crafting, resting, healing and basic fighting mechanics are now fully implemented and working fluidly.
This is, I think, really what that keeps the more visceral and horrific stuff on the surface moving and making sense. So while all these mechanics/math happen under the hood and don't really get seen; doing it all right was I think fundamental to things like emergent gameplay and replayability in the long run being possible - plus being really an unseen but fundamental logic that draws the players mind into the experience on a deeper level than eye candy, and simply choosing Y/N (IMO).
I'm really proud of us. My team, my partner, our crew, myself. I know it's been a slow couple months for updates, and while the amazing Shade Meadows (our head of social media) does a great job keeping the crew updated minute to minute, I myself am still left to communicate our progress through him, not to mention it's me doing much of the social media marketing too - so when there's crunch on the engine I'm left with a lot of pots on the boil - hence the wait for this update.
I think in future we can get these updates out more frequently, though. In a way this was the main hurdle we had to overcome as a team - now having done this with flying colours it's time to really forge ahead and plumb the depths of the Hibernaculum.
Things are happening very hard and fast now with the build and updates lag behind the actual work significantly, so if you'd like to keep updating minute to minute of course remember we have our Discord channel for those interested;
https://discord.gg/k2ywK8rE
As well as the Youtube channel;
Along with of course our official Twitter feed;
https://x.com/HibernaculumRPG
And my personal dev/Hibernaculum feed;
https://x.com/modredcastleton
There is really SO much more I could talk about and show off here but I think the vast majority of you would agree my time is best spent doing the work rather than talking about it - although with that said I will strive to keep these updates more regular from here on out.
Now that the mechanical engine framework is essentially locked down, this allows us to really push building content out at a significantly faster pace along our planned dev pipeline schedule.
I'm really exited - I hope you are too!
Be seeing you
- Mords