March Devlog


Welcome to the first ever devlog for Project: Visio!
I'll be showing off some of the core mechanics of the game that are in very very early development along with discussing some of the more theory things such as deadlines, how often devlogs will be, etc etc.

About the project

"Project: Visio" is my first long term project since Astrophobia. Astrophobia being made in my free time during the final year of highschool led to the development time being slow to say the least, that mixed with my lack of experience. Coming back to a long term project after developing a bit of game dev skills will hopefully lead to a better overall project or atleast a more interesting one that has the potential of being improved over time.

What is Project: Visio?

The pitch of Project: Visio is that its a a small 1v1 shooter where the player is invisible.. The player uses this to their advantage, being careful of their surroundings and the sound they make.
You have access to a night vision / thermal type mode where you are able to see the opponent through walls except you're not able to shoot while in this mode making it both risky and preventing the player from keeping it on all the time.

Schedule for Dev Logs

These dev logs will come out roughly once a month, similar to how they were with Astrophobia. They might come out a little bit early or a little bit late depending on how much has been worked on that can be shown off. Since I'm just one person working on this there is destined to be a little bit of a jank / all over the place schedule for actually working on things and getting things out... I will try my best but that should be kept in mind.

Feedback

I want people to be able to give whatever feedback they wish, either in itch.io comments or in the discord that'll be linked at the bottom of every dev-log.
Especially for a "long term" project such as this I will be listening to feedback quite closely and taking on board a lot of peoples ideas and testing if they work and fit the theming of the game. I will be actively asking for opinions of work in progress features and experimental things that have a high likelyhood of not even ending up in the game...

Invisible Effect

The effect for the player being invisible is clearly a important one to nail in a game centred around invisibility. It is still pretty early in development as should be expected, below is an example of what that is going to roughly look like and how the player will be able to see the other one.

The image shows the player in the night vision like mode where you can see easily in the dark and also be able to see the player. the gun will not function while in this mode as mentioned before..

Level Design

There is currently only one level underworks as of right now and its still in pretty early white boxing stages. As of right now the level is being made with darkness and shadows in mind, flickering lights scattered across an abandoned factory in the middle of nowhere. lots of things that can make noise and alert the enemy to your location. Sneaking around in the shadows will definitely be your safest bet when it comes to safely approaching this level.
Below is a screenshot of early white boxing of the level... keep in mind that a lot if likely to change and is almost certain to change between now and a public build of the game going live.


Weapons / Guns

As it currently stands there is only 1 gun currently in the game. It is the M1 Garand, I thought it would be interesting for the game to feature various guns from various time zones and to test what that would look like in a combat situation such as this.
Each weapon will have their own unique gameplay style and will be drastically different, atleast thats the current plan. This means there will likely be less guns at launch but each gun will be unique and stand on its own.

Assets + art style

Currently assets are being used to help speed up development, mainly Syntystore assets as the game will be low poly.. I will be changing around the textures / assets to make them unique and not just to make a asset flip, to further this point I am also choosing to use assets that strictly fit the style of the game and not try to stitch together art that doesn't fit or looks out of place.
I would love to make all my own assets but for something like this I'm going to be needing the help of assets as I'm just one guy.

Wrap up

Since this was my first dev-log I may have missed some things I wanted to talk about, especially cause the first dev-log is usually quite large due to discussing a lot of theory.
Please provide me with any feedback in the comments of this dev-log. any and all feedback is highly appreciated and will be taken seriously and considered.

Support me / Links

I have recently made a ko-fi account which is 100% optional for those who would like to support me and get something small in return. This is entirely optional and I do not want to push it in anyone face, hints why its gonna be at the very bottom of the dev-logs alongside the discord server.

Even just giving this dev-log a like helps a lot!

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