Home Creators Posts Import Register Favorites Logout

Content

Hello you all! I hope you're all having a wonderful 2025 thus far; I'm certainly making good progress on the programming of The Ventilation segment! Let's take a look...

Puro dialogue programming:Puro has been added to the Ventilation area, he can be found on his home and be talked with there, and he will follow you throughout the ventilation's ducts further ahead, warning you about the dangers in the maze, unless you decide to tell him your 'despicable' thoughts of him... That's right, I think it's a good idea to introduce more player agency in Puro's relationship with you, if you really despise him, or just want to test a new branching path, you can "send him away permanently," but beware, as he may want to seek revenge from your hurtful actions in the future...

All in all, there's still a few dialogues missing from Puro, but the main behavior is there. The beta-stage dialogues will probably be more fleshed out, polished and small annoyances taken care of.All right, let's get into the enemy programming, which I had quite a few to make in order to make scripting for some levels and, MAINLY, for the Maze.

Enemy programming:Unique monster: Nightling!This is a new monster concept that I came up with and really wanted to implement for The Ventilation section, since I want dynamic, mobile enemies with unique mechanics to be roaming around in the shadowy corners of the vents, instead of static-placed transfur enemies, such as the pink shorts. My intention is to replace some of these static-placed transfur monsters with new, original monsters like this one! I won't tell you how he works, only that he's new and he's there... Hehe!

Snake Monster:Yep! This magnificent creature from the original is making it's appearance on Changed3D on this Ventilation area, and it comes with a disturbing visual twist, which I'll leave for you to... experience... I'm also quite proud with how the 3D model came out and the final textures on it!

Snow Leopard AI:This bad girl already had an enemy character, as you may have seen on The Library area, but had no AI, as she was made only for a Quick Time Event (QTE). Since we'll be seeing her on The Ventilation area, I just had to make her AI (and "reanimate" her, since her previous animations didn't fit well with an aggressive, pursuing enemy type), and now she can move and chase, and I've added her in a special place. Nice!

So, it's coming along nicely. Still, more effort is needed. I'm really working to make this an engaging and frightful (but fun) experience!

So, let's get into the last part of the programming developments...

Level programming:As I've discussed previously, I didn't want to use boxes to fill gaps, nor did I want to make the Maze a series of static traps that needs to be failed in order to advance each time (with no moving enemies at all! It all feels too... scripted...), making it a tedious process of testing, failing and restarting angered (which happened to me while playing the original game). So, in order to remedy this in Changed3D, I've decided to make the Maze a "dynamic threat", where enemies appear mostly randomly through ventilation ducts, and move around and leave periodically. The player needs to carefully analyze sounds and take careful decisions in order to advance, where traps are just risks being taken to subdue major risks.

While making this, I realized the player had nowhere to run to escape, so I reused the extendible bridges mechanic to create "safer spaces" or hiding spaces, in order to escape enemies. This worked nicely! Using the original "trap rooms" to instead create places to flee, but beware, this places are still dangerous!

Also, I finished some triggers and events that were needed for progression. You may see when you play the game (new alpha version coming soon),  that much of the progression behavior is quite different from the original, as you may need to go to different places in the maze, and do different things to open a certain locked door, and other stuff. Well, these things have been in development and are mostly done!

But this is just the tip of the iceberg of what I'm actually doing; programming is a lot of hard work just to feel natural for the player. Where 6 hours of work with the darn ventilation ducts to make enemies spawn, travel and disappear through it DYNAMICALLY, the player only experiences it for 20-35 minutes, or even less! I'm actually working mostly on the aforementioned duct mechanic for AI Monsters, and meanwhile balancing the values so that it feels "random" and just difficult enough, and it all doesn't break in the process of playing it.Other than that, most of the programming is mostly done, I'd say the Ventilation Area is about 65% complete, I just need to complete remaining 3D models, make some missing animations, add remaining dialogues and polish existing ones, and finish some script events.

Well, I hope you enjoyed reading through these developments! A lot happened, I've been working non-stop, and I think a new Alpha version might come up sooner than expected :D

Thanks as always for supporting me, your generosity keeps me going, and your enthusiasm fills the project with love! See you soon!

Files

Comments

MercurialRainInPastels

Oh! I really like the idea of more dynamic enemies instead of more trial and error based static traps! Are more original monsters going to be used to replace enemies that were originally Dragonsnow patreon supporter's ocs, since the pink shorts are already replaced? Because enemies are planned to be more active, does that mean that some returning enemies such as the Stiger will also be more active too? With the Stiger's trickster behavior, I could see it using the extendable bridges too, but to try and trap the player instead!

HeinrichXXVIII

Very much this^^ only thing i have to add is, that if you plan to make a route where Puro won´t help you anymore, would that then mean that the game will then probably have 4 Branches? 1 normal with puro as untransfurred 2 with puro but transfurred 3 without puro and transfurred 4 without puro untranfurred? Other than that, keep up the very good work, and take your time to perfec everything^^ Not that you wouldn´t do so already:P i also love how the snep´s eyes glow in the dark, even in the library^^

Metamorph: Aftermath & Chang3D

To answer both Mercurial and Heinrich, I'll first start with Mercurial.. I'm glad you like the idea! Yes, the objective is to replace those static enemies with more dynamic enemies and make the trial and error more entertaining, which also means enemies like Stiger will get more active and variable-based behaviors. I haven't specifically thought of replacing DragonSnow's Patreon supporters' OCs, but instead, enemies in the original that do not fit well with the new design, or are just not fun in 3D, or somehow could be better overall, which end up being some of those OCs, but not because they are targeted for that reason specifically.

Metamorph: Aftermath & Chang3D

And now Heinrich; what I thought of is of 2 main branches, since making all of the transfurred branches would end up with a massive workload that mean it's impossible to make under a normal timebox. 1. Normal with Puro as untransfurred 2. Without Puro as untransfurred These branches have impact on the storyline and gameplay, since being with Puro has scenes and interactions with him, and events; and being without him would mean you have to work on your own, and Puro may or may not interfere on your adventure later on... These main branches affect gameplay and the story. Now, if you do encounter Puro as transfurred after you "sent him away", his dialogues should be different and it may have a unique event attached to it... Since I have the variables saved on the long run, that means the game knows if you've sent him away or not, and how many Puro Favor Points you have, meaning I can use these to create triggers and events. And finally, thank you very much! I'm glad you like Snep's glowing eyes... You'll be able to see them in the dark with your own eyes... soon!

MercurialRainInPastels

Thank you for explanation! I am guessing many of the enemies that will be replaced in the 3D version will be ones that are stationary obstacles in the original game, as they serve less of a gameplay purpose in 3D space? For Dragonsnow Patreon supporter's OCs that you do plan to include, are you considering contacting their owners to get their blessing? The Changed Minecraft mod's developer did something similar and it worked out quite well! Though this is less of an issue for Changed 3D I think since 3D is much closer in content to the original game than the mod is, and these patreon supporter's OC's roles in it would likely not be changed much from the original game because of it. This also depends much on how many special edition characters are planned to be in 3D! The original game has far less patreon supporter OCs in it compared to Special edition. There are so many in Special edition that when viewing a character in the debug gallery there is a special pawprint symbol that will appear when viewing a patreon supporter's OC to make it clear which characters are and aren't patreon supporter OCs haha So I am imagining the sheer number of them could get overwhelming, especially when many function as stationary obstacles in the game instead of being more dynamic. Even if there is not plans for a specific transfurred Colin ending to the game, being able to explore more of the lab when transfurred would still be very fun further on in development. There are a few times in the current game where you will get transfurred and regain control, only to end up stuck in a single room (the dark latex pup!) which is disappointing as I would like to interact with the environment more as a latex beast and see their unique perspective on things and how other latex beasts might interact with them too. This kind of content (if planned!) is likely and very understandably low priority, as it diverges much from the core gameplay and story path of Changed 3D, which likely needs much much more focus first, and I do not want the developers to get burned out on Changed 3D either! Oh well, I can hope for the future still haha The snep's eyes glowing in the dark was not something I caught at first! That is a very cool detail to include, I like it very much! I wonder if similar glowing eyes would perhaps fit the feline Stiger as well?