PSYCHOTA - first person survival horror with fantasy twist. Step in the shoes of Roro, young woman tormented by overwhelming feelings of fear and sorrow that gets trapped inside of her twisted psyche.
Alpha demo out now ↓
#MadeWithGodot#survivalhorror#indiedev
Merry august everyone!
While slowly melting here in south of Europe we work on #PSYCHOTA as hard as ever. Soon we will be dropping some really cool stuff, stay tuned
#godot#indiedev
Whole ideation funneled down to a final design - rough font Psychota sketches, Roro character iterations, color play in the result was combined into Psychota Key Art you can see here and surely in the future.
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Your Focogos
🌟Meet Roro - Main Character and our Key Art🌟
Paula started with the sword and the face close up sketch as a first reference for final Key Art
#gamedev#gamedesign
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Your Focogos✌️
After a bunch of technical insights from Dima , we want to show a bit of our art journey towards creating alpha demo and how we are moving forward to vertical slice. The moodboard created by Paula mixes the new ideas for our vertical slice and initial impressions.
#gamedesign
So without further yapping , we just want to kickstart some art series posts and how we are getting to the vertical slice. You might as well get familiar with Paula’s art style since she will guide us through this journey.
#gamedev#moodboard
🎬 #PSYCHOTA#DEVLOG
How We Built a Scalable Animation System in Godot 4
In this video, our gamedev Dima breaks down how we implemented and reused Animation Trees across multiple enemies in PSYCHOTA.
You'll see how saving an Animation Tree as a resource lets you plug it into entirely new enemies in seconds, how we set up locomotion state machines with discrete idle/walk/run states, and how one-shot animations like hit reactions work at the root of the tree.
#animation#godot
@80Level Though we find them cool, we don't think they fit PSYCHOTA and thus we concluded our shader experiments. After all, this kind of #techart is not our strongest side. Well, we still consider to use the 2nd, monochrome look in some game moments, let's see.
#indiegame#gamedev
#PSYCHOTA#DEVLOG
We experimented with different #shaders for PSYCHOTA to find unique look for it. The biggest point of reference for us in this regard was #Sable, which captivated us at FocoGos with its simple beauty. Well, turned out this beauty is not simple at all…
Also kinda reminds me of the night elves starting area from Classic WoW.
The purple fog in the Kelp Forest is just our pure creativity and playing around with textures (looks cool for me an Paula)
#indiegamedev#horrorgame#development#indiegame#gameart#gamedesign
#PSYCHOTA#devlog#EldenRing Underworld greatly influenced how we want our game to feel like while exploring locations and building an atmosphere.
The star field you see (built with #GPUParticles3D) brought us closer to what we want to achieve and player to experience.
I was super pleasantly surprised how easy it was to implement a state machine for my Enemy AI with gdscript! And it wasn't a throwaway prototype but a properly scalable solution on top of which I keep building now, adding combat, stealth and immersive idle behaviors into the mix
PSYCHOTA Devlog: Enemy AI
#godot#indiedev#prototype
Before going down stealth and combat rabbit holes I had to ensure that the base to build those systems on top is solid and it all starts with simple enemy movement (wander, patrol, move to, follow)
Well, PSYCHOTA is made with Godot 4.6 and I am super happy with the engine! It might not have some nice out of the box stuff that Unreal may provide to you when it comes to first person games but you also don't get the unreal tax (which is oh so real)