Announcement
Project Update and Future Plans
Dear Reader,
I am excited to share my vision for the upcoming overhaul of the project. After reflecting on the current state of the game, I’ve identified several critical issues that have impacted its overall quality and performance. As a result, I plan to completely remake the game to better align with my original expectations.
Focus on Optimization
A primary area of improvement will be optimization. My goal is to eliminate FPS drops that occur upon the game's first launch and enhance performance on lower-end PCs as much as possible.
First Location Redesign
The first location will undergo a significant redesign. I aim to create a more atmospheric and detailed environment, as the current version lacks consistency and visual coherence across different areas. The new design will be darker and more immersive, enhancing the overall mood and gameplay experience.
Anomaly Mechanics Overhaul
I also intend to adjust the anomaly mechanics, introducing a new variable: Sound Anomalies. To support this, I will add a new game object, the Sound Wave Visualization Device, which will display changes in sound volume and frequency throughout the house. This device will provide visual feedback when active anomalies, such as moving objects, intruders, or light fluctuations, occur.
Monster Behind the Door Mechanic
One of the most crucial changes will involve revisiting the Monster Behind the Door mechanic. Currently, it is poorly integrated and unbalanced within the game. I plan to either completely redesign this feature or replace it with a more fitting hazard mechanic that better aligns with the overall gameplay.
Introduction of the Psyche Mechanic
I am also introducing a new Psyche mechanic. The player’s psyche will deteriorate in response to the number of active anomalies, with no option for recovery. This mechanic will encourage players to detect and address anomalies to survive the night. When the psyche reaches 50%, visual distortions will begin, such as altered color perception and blurred vision. At 20%, the watch will no longer display the correct time, and disturbing imagery will replace the house's artwork. From 20% to 5%, camera movement will become erratic, and the house’s color scheme will shift towards red and orange. Upon reaching 5%, players will experience violent shaking, and at 0%, they will lose control entirely, leading to death.
Plans for the Second Location
While I have only developed the initial concept for the second location, I plan to make it fully walkable. I am drawing inspiration from The Joy of Creation, specifically the third location from its Story Mode. However, I will incorporate my own creative elements, replacing the animatronics mechanics with those centered on anomalies, with the aim of delivering a unique and engaging experience.
In conclusion, these changes are designed to elevate the overall quality of the project and deliver a more polished, immersive experience. I am committed to ensuring that this remake will result in a project that both meets my expectations and provides players with an engaging, well-balanced game.
Thank you for your continued support.
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MindMeld
Horror game
Status | In development |
Author | d3cord |
Genre | Strategy |
Tags | 3D, Atmospheric, Creepy, First-Person, Godot, Horror, Indie, Short, Singleplayer |
More posts
- Devlog60 days ago
- Update v1.0.4.7 (Minor)75 days ago
- Devlog 28/08/202488 days ago
- Minor Update v1.0.4.689 days ago
- First public beta version! v1.0.4.589 days ago
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