Project MAKURA: DevBlog #2

Since the last update, I made some additions to the current game. For now, I just implemented the window to open and close correctly, but it functions according to the monster that is affiliated with it.

I still don’t have official names for these “monsters” (I really need to name them), but this Window-Monster will enter and leave the player’s bedroom in areas the player is not looking at. The only way to know whether this Window-Monster is in the room is seeing whether the window is currently opened or closed. If the window is opened, it should indicate that the Window-Monster has entered the room from outside.

[CLIP] Early-Footage of Window functionality.

How the player handles the Window-Monster, I’ll leave that to be revealed in another dev-blog.

Change-log:

  • Window 3D-Model created and imported into the engine.
  • Window Open/Close functionality implemented.
  • Added Win-Condition (based on a Timed-Goal).
  • Added Replay-Button functionality if the player loses.
  • Reorganized and restructured overall Code-Structure for improved performance/readability.

Future GOALS:

  • Home Menu
  • Integrate “Closet-Monster” AI
  • Initialize “Window-Monster” Base
  • Initialize “Nightlight-Minster” Base

Project MAKURA: DevBlog #1

I’ve been working on a game on my free time with some friends on and off. Currently I’m working on this project solo, but it’s been enjoyable so far.

Code-named ‘Project MAKURA‘, the game falls under the generic horror genre. What inspired me to take this route was to explore different ways to induce fear into players (as well as rethinking what defines “horror”).

Modern horror games today rely heavily on jumpscares and cheap tactics… I truly believe there’s more to horror games than that. Hence, I’ve been doing research into fear and psychology; I can’t promise I’ll make something spoopy, but I’m sure it’ll be an interesting experience.

Project MAKURA currently runs on Unreal, I’m simply using it to prototype the game and determine whether the ideas work on paper or not. As of now, much of the architecture is a bit of a mess (Unreal isn’t my expertise), so I might scrap this for a more efficient build later on.

As of now, these are the Current Features:

  • EVENTS:
    • Win-Condition
      • Option 1: Stay awake until a certain time is reached.
      • Option 2: Eat enough melatonin-gummies to fall asleep (scattered across the room)
    • Lose-Condition
      • Fear-Meter reaching max capacity.
    • Induce Fear-Meter
      • Gazing at an entity will incrementally modify the amount of fear a play has induced (via the Fear-Meter).
  • Intractable Objects:
    • Nightlight
      • The player can switch the light on and off.
    • Table-side Clock
      • Player’s only access to time if they do not have access to the Timer UI.
  • Entities: (these are temporary names)
    • Closet-Monster
      • A passive enemy. While not harming the player directly, its trypophobia-inducing appearance paralyzes the player, leaving them vulnerable to other enemies as their gaze is locked onto the creature.
  • Implemented UI (Widgets):
    • Timer Display (Clock)
    • Fear-Meter
    • Lose Screen

Not too much has been implemented yet. I would ramble on about the upcoming features I plan on implementing, but that would be too much for the first blog :wink_emoji_idk:
I’ll post more when I reach a milestone.

– Gomi