About the game:
Werewolf Hunter X is a 2d crafting survival sandbox game that is currently in development by SeaCreatureSandwich, using GameMaker Studio 2, that boasts unique item building, procedural generation, rogue-like resource scarcity, and much more.
The unique Item Recipe Design mechanic allows the player to design, create, and share custom items in game time.
This can be handy for getting out of sticky situations. Stuck in a pit? Build a ladder! Need a sword? Build a sword!
Want that sword to be made of Spaghetti noodles? That’s up to you. Material properties directly affect the player and the game world around them, so building armor out of lava is not recommended. There is no limit to what you can create when you design the items yourself!
Werewolf Hunter X also boasts Procedural world generation, random events, and rogue-like resource scarcity/tradeoffs
Day and night cycle mechanics are also featured, as well as weather mechanics, player stats and buffs such as: Energy and health.
The Recipe Design Ability:
The design room can be accessed at any point during the game. This is where the player will pick the item’s ingredients, shapes, colors, review the potential item stats, give the item a name and create the recipe. Save your design and then return to your adventure to create it, all in real time.
Countless years ago mankind encountered a horrible apocalyptic event. All contact was lost between the survivors. Since then some years have passed in the little town of Bach on the small satellite of the same name.
Although most of the worlds’ knowledge and technology were lost to them, the people of Bach have managed to get by with the danger of monsters ever lurking in the forests beyond their borders. Of
course, the most dangerous of these being the werewolves. After all, it is common knowledge that only an X Hunter can kill a werewolf. And it has been more than thirty years since the last one had passed…
Post 3 – Concept Demo Full Walkthrough
Decided to make a walkthrough video of the current concept demo. As you can see things are coming along.
Post 2 – Concept Demo
A small playable demo is currently in the works that will demonstrate the basic ideas behind the main Item Creation mechanic.
The current goal of the demo is to have the player navigate out of a cave using only the ingredients around them.
Below you can find some early screenshots of our progress.
Post 1 - Static vs Procedural town design
This is not the first time that an indie dev has struggled with the pros and cons of procedurally generated game design, but it is the first time that I have really struggled with it, so I thought I’d write about that.
Because Hunter X takes place on a remote island there is only one town to start the game with. The rest of the map is procedurally generated, monster infested, unexplored and dangerous terrain. Taking that into consideration, the design of the one town has immense importance and I couldn’t wait to dive in. Before I could start working on the town I first had to decide if I planned to continue with the procedural design of the rest of the map, or sit down and design the town statically.
In the past I have opted for procedural design. I like it, and it's a great way to generate lots of “new content” very quickly saving time and resources. I feel like the player also gets more out of it in that way. Instead of the same old thing over again the player gets a fresh new adventure.
Unfortunately, there is only so much design that can be put into a level if the designer doesn't know for certain when and where the player will encounter what obstacles. It might sound like a small issue, but that knowledge is what allows the designer to interact directly with the player. These missed interactions can add up over the duration of a players experience and can quickly result with them leaving your game with an empty and hollow feeling about it.
Ultimately the decision came down to the fact that there is only one town on the map and everything else would be procedurally generated content. I decided that the design of the town would be by hand. I feel that I can maximize my opportunities to interact and communicate with the player through the design of the town without sacrificing the feel that the forests, and mountains and sea will give the player of a random and endless insecurity of procedural design. After experiencing that I know that the static design of the town will provide the security and stability needed to allow the player to take a breath between adventures into the unknown. I guess we’ll see how that decision ends up won’t we?