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Hey everyone,

Since my last post about transitioning back to Unity, I’ve been making a good bit of progress. It feels great to be back in an engine where I can focus on building the world and the mechanics rather than fighting the tools.

Today, Ill be sharing the first Early Showcase Build for Corrupt Wasteland.

The Core Loop

One of the biggest hurdles was getting the "Wasteland Rails" system functional. I’ve successfully implemented the Train, which serves as your mobile hub.

The Loop: You can now board the train at your base, travel to a bunker location, and provided you survive, return to base.

It’s a simple loop for now, but it’s the skeleton that the rest of the game will hang on.

The Inhabitants of the Bunker

I’ve added the first enemy to the bunker environments. For this build, the enemy is primarily a "scout" type it will actually run from the player for now.

A Note on Content: Please keep in mind that since this is a very early technical showcase, there are no H-scenes implemented yet. I’m focusing on the movement, AI, and environment stability first.

More to Come: I have already finished the 3D models for three additional enemy types. They aren't in the game code yet, but they are ready for rigging and implementation in the coming weeks.

Where I Need Your Feedback

This build is very much a "work in progress." You’ll notice that the bunker variety is low I’m using a limited set of assets as I test the layout and lighting.

I would love to hear your thoughts on:

The Outside Environments: Do you like the wasteland environment?

The Bunker Atmosphere: Even in this early state, does it feel claustrophobic and dangerous?

Hows the Performance: Ive tried my best to make this game as optimized as possible so if your having any performance issues let me know and ill do my best to fix it.

The goal of this phase is to ensure the "feel" of the world is right before I start pouring in the variety and the adult content.

Patrons can find the download link for the showcase build below!

Thank you all for the support during this transition. I’m feeling more motivated than ever to get you guys my best game yet.

【進捗報告】Unityへの移行と「Corrupt Wasteland」早期ビルド公開

皆さん、こんにちは。

Unityへの移行に関する前回の投稿以来、開発は順調に進んでいます。ツールと格闘するのではなく、世界観の構築やメカニクスの作成に集中できるエンジンに戻ることができて、本当に素晴らしい気分です。

本日は、『Corrupt Wasteland』の最初の*早期ショーケース・ビルド(Early Showcase Build)*を皆さんに共有します。

コアループについて

今回、最大の難関の一つだった「Wasteland Rails(荒野の鉄道)」システムを機能させることができました。移動拠点となる「列車」の実装が完了しています。

ゲームループ: 拠点で列車に乗り、バンカーへ移動し、生存して拠点に戻るという一連の流れが可能になりました。

現時点ではシンプルなループですが、これが今後のゲームの基盤となる骨組みです。

バンカーの住人

バンカーの環境に最初の敵を追加しました。このビルドでは主に「スカウト(偵察兵)」タイプが登場します。現段階では、プレイヤーを見ると逃げるように設定されています。

コンテンツに関する注意: 今回は非常に初期の技術ショーケースであるため、Hシーンはまだ実装されていません。 まずはキャラクターの動き、AI、そして環境の安定性に焦点を当てています。

今後の予定: すでに他の3種類の敵の3Dモデルは完成しています。まだゲームコードには組み込まれていませんが、数週間以内にリギングと実装を行う準備が整っています。

フィードバックのお願い

このビルドはあくまで「開発中(Work in Progress)」のものです。レイアウトやライティングのテストを行っている段階のため、バンカーのバリエーションが少ないことに気づかれるかと思います。

特に以下の点について、皆さんの意見をお聞かせください:

屋外の環境: 荒野(Wasteland)の雰囲気はどうですか?

バンカーの空気感: 初期段階ではありますが、閉塞感や危険な雰囲気を感じられますか?

パフォーマンス: 可能な限り最適化を試みていますが、動作に問題がある場合はお知らせください。修正に全力を尽くします。

このフェーズの目標は、バリエーションの追加やアダルトコンテンツを本格的に導入する前に、世界観の「手触り(フィール)」を正しく確立することです。

パトロン(Patron)の皆さんは、以下からショーケース・ビルドのダウンロードリンクを確認いただけます!

移行期間中、皆さんの温かいサポートに心から感謝します。これまでで最高のゲームをお届けできるよう、かつてないほどモチベーションが高まっています。

Comments

Fozy Yokai

The outside environment feels good; I really like the sandstorm. I would say it's a little too bright, and the hill before reaching the bunker can only be climbed via a small point, although it seems like there's more space. The bunker interior feels very different from other games and thats good. I would reduce the lighting and fog, and if possible, add text, signs, or drawings on the walls to make the place seem more messy and dangerous. Adding lighting in strategic areas could help players spot important information, such as finding the exit without needing a waypoint. The performance seemed very good to me, although I could test it more to check all the areas. Since it's set in a bunker, the game Amnesia: The Bunker would be a good recommendation to give you ideas about object locations, although perhaps that's asking too much hehe

Deveria Studios

Thanks for testing! Great to hear the performance is solid. The outdoor brightness is part of a day/night cycle that gets much darker over time, but I’ll look into balancing it. I’ll be updating the terrain to make the bunker approach more accessible. I'm also planning a 'detail pass' for the bunker interior soon, adding decals and a messy look so its a more dangerous look you mentioned. Thanks for the suggestions!

Wessers

It definitely gives off spooky vibes, which is great. But I do tend to get lost quite often, so maybe if there a way to mark the exit.

Zergling99

1. The Outside Environments: Yes, it feels like im in a desert in the apocalypse. 2. The Bunker Atmosphere: It is spookie and you get easily lost. Can't imagine the stress from being chased around the bunker lol. Good direction! However I would reduce the fog and make most lightbulbs turn off or flicker. 3. Game runs well on potato PC :) Lastly, the game loop sounds fun. I guess that the items you find you sell it or use to survive. If you are going to implement a crafting system, Alien Isolation is a good example for this type of game.

tongue_lover

First, I think I need to move the train, but I don't know how to start it... I'm sorry, but could you please tell me the route to follow? Sorry for my broken English.

Deveria Studios

Press and hold the middle red button. And the train will automatically go to the next location

antidas

Finally back to freaky shit. I'm begging you to make the scenes non-vanilla.

jason123 kruger

The vibes/atmosphere is fantastic, and the train exploration gameplay is very engaging. However, I personally really appreciate the contrast between the large and Scary monster girl enemy(Even more inhuman) and the small MC. If all the environments are small. like the bunkers had lower ceilings and small doors , would the size of the enemys be smaller? I personally think a larger scarier more inhuman enemy are more sexy. This would also make the game more unique. Currently, most similar 3D horror aldult games on the market have enemies that are too similar (most are succubi or other creatures like 90% of normal humans,10% Animals or scary elements). A larger and more unique non-human design might be better? This is just my personal opinion.

Nossi

performance so far looks absolutely phenomenal, im on a ryzen 7 3700x, rtx 3070, 32 gb ram playing on 1440p and in the bunker i have over 400 fps already. on the locations so far pretty much the same. athmosphere also works really well and feels good. i am really looking forward for the next builds (if i can play them with my current tier that is :) )

tongue_lover

Thank you for your reply. I'm holding down the left click, but nothing is happening. Was my operation incorrect...?

Deveria Studios

Try holding down E or F and you should see a bar fill up

leek07

The environment is interesting. But, I admit that I'd personally like to be able to toggle the grainy effect off and on. I understand that a lot of guys probably like the grainy look for the "horror movie" feel. But for me its not a preference, and instead makes it harder for me to enjoy the view. Corrupt House and Corrupt Depths' clear visuals were a huge thing I liked about those games. Grainy visuals only remind me of the old RGB and VGA graphic cards of the 80s and 90s. I'm eager to see where this goes. I know this is only a test beta, so I'm not passing any judgment. I just figured I'd share my two cents, and let you know that I'm still hopeful for your upcoming success.

Deveria Studios

Don't worry I removed the grainy look, I decided to go without it. Thanks for all the feedback!