- Crafting system & Delta testing - 11 October 2024
Hi! Long time no see! :P I've been busy with Noclipped, doing many new systems that I shall show off to the wider audience here! Let's go in order of coolness :P Crafting system: Video: It's kinda complex to explain in words, but it's cooking recipes, requiring doing different stuff to slowly morph items into what you want—combining, shaking, heating up. The framework is there for me to expand it with other actions, recipes and ways to create more items. I wanted to make something unique that isn't pressing a button, like in v1.2 Like mentioned before, the Crafting system is more of a Fireflies feature. They can create much more advanced crafting utilities, workbenches, forges and whatever. This is yet to be implemented but I've got plans Temperature system: Hand in hand with the crafting system and how dynamic it is, the Temperature system allows for items to have any temperature, chan…
- Brand New Health system! - 19 June 2024
I've been silent for a while, working on something very exciting - The Brand new health system! Here's a video showcase of this new thing: If yall don't wanna watch the video here's a text explanation of the system: Blood & Pain system Instead of health in Noclipped v2.0 we have the new trauma/blood/pain systems, which make it very immersive to get hurt! Every time you get damaged you get a Trauma, which is a data object that contains this info: Type (more can be added) BodyPart Severity Infection Heal Process Mechanics: Every time you get a trauma you can do different stuff. Types of trauma: Bruises will instantly get rid of a bit of blood. Lacerations cause you to bleed constantly, stopping bleeding after the healing has less than half the time left or is manually patched out Fractures constantly bleed until patched out. Patching wounds requires you to use **materials**, with higher c…
- POLL: What health system should I choose + some other news - 25 May 2024
In my quest to make the best Backrooms game I possibly can, I am doing some brain-dead roleplaying with Google Gemini because I am bored + need ideas. So I thought - the normal health system SUCKS. This is why I decided to come up with a few cooler ideas on how to tackle health that is more fun than just a number: Normal health system - The one that was always present in the - Has a singular HP bar. When you get damaged you reduce your HP. When HP reaches zero you die. This system is the same as most survival games (Minecraft, The Forest, Muck and others) and is the simplest yet most overused one Blood system - When you get hit you can get one of multiple types of traumas and severity. You also have a pain meter which debuffs you quite majorly the more it is filled - When your blood reaches zero you die - Types of trauma: - Bruise - when you fall or get hit by a blunt object. Has no ble…
- Game's making, update's updating - 6 April 2024
What I've noticed while working on the game for the past couple of months (January - March) is that almost all Backrooms games look alike. There's barely any progression. I tried to make something like a material progression but it wasn't enough. So I got an idea. People love exploring and describing the Backrooms. The Backrooms wiki was made similar to how the SCP wiki works. It works on basically describing every level in some formal way. You can maybe call it a Journal. That's where my idea came in - what if I create a journal system for the game? You may be thinking - Mateuss are you bringing back the notes system from Noclipped v1.0 - v1.1 (showed here: https://www.youtube.com/watch?v=uM6yyxB1DUU - Expect very low FPS since it's from my old PC). This is just reusing assets and ideas boo you are a slow and terrible developer, but it's quite wrong. My idea is something similar to an…
- Noclipped v2.0 development recap 2023 - 29 December 2023
So 2023 is ending. I decided to upload everything that I've made in Noclipped v2.0 as a "recap" video. There has been a lot of progress that I haven't posted anywhere except my discord server, so this is a large collection of those devlogs, as well as new clips/mechanics About factions - I am straying away from horror and I simply want to make a cool aesthetic and fun to play Backrooms game, since to this day the concept fascinates me. Factions will mainly bring a lot of replay value, as well as using them I will experiment with different ways people might try to survive in the backrooms (as well as tie in mechanics never before seen in a Backrooms game before). Compared to Noclipped v1.2 I put a lot of love into polishing and clearing up rough edges to make the game feel good, not just make a few mechanics in a few hours and call it proper game development. I don't wanna just make a ba…
- Let's make the game better with your help! - 16 September 2023
Hey there. I require some help from the community :P I've started working on the skill system for Noclipped. Skills will work as buffs and new abilities that the player can unlock in Gyms. Now I've come to a conclusion that if I want to add skills I would need to make them useful to the player. This is where you, the community, may help :P Here's a few prototype skills (they don't have icons yet sorry :P) What I am asking you to do is to suggest skills you would love to see in Noclipped. There are some guidelines for that though, but I don't want to constrain you too much. Balancing the skills will be my job as the game developer. Guidelines: Most of the skills that affect the pursuit/running and combat part of the game are written and balanced. The skills I am looking for are misc skills that are related to the Faction the player chose for the game. Factions are a new game mechanic, wh…
- New UI and progress on the new art style - 12 September 2023
Hi again! Back with even more updates This summer was quite busy for me, so I couldn't do that much progress on Noclipped, but in the small times I had I made some improvements and tweaks. The most major one is the squeaky clean UI for the game: (For this one I didn't manage to capture both the hotbar and the "Warning low durability" window, so I had to Frankenstein this image) As you can see the UI is inspired by the old Windows 98 window manager, as well as mixing in some Vaporwave and Internetwave aesthetics All windows also have an expand animation (growing outwards) but I feel like showcasing only this feature is not significant enough to upload to my youtube channel :P. I guess you can see the animations on my discord server, where I am rather active with showcasing smaller devlogs. I would love to hear your opinion and critique on this new UI: what should be changed? After all my…
- More updates - 11 August 2023
Hello. Some time had passed and I have arrived with extra updates on Noclipped v2.0! 1. Art direction Most Backrooms games stray towards realism and the VHS found footage style of graphics. I decided to go into a different direction, straying to replicate the liminal aesthetic in combination with vaporwave/internet visuals as shown here: https://i.imgur.com/DIBWBLc.png https://i.imgur.com/v3i3Erl.jpeg I am not trying to make a PS1 style graphics game btw I want to make this clear :P 2. Gameplay improvements A you probably noticed while playing the older update - the combat was not really great :P. It was a secondary mechanic and I doubt anyone enjoyed the experience of combat. Well I would like to tell you that the combat will be majorly improved - both the player attacking and the enemies fighting back (Pre-alpha footage of me fighting an NPC. If you wonder why the NPC looks this way -…
- It's Been a while... - 16 May 2023
Hey there. It's been a while hasn't it? So well life's been doing great - lots of small projects lots of exciting activities. But I kinda miss the feeling on working on a major projects, and all the other projects don't really feel that interesting to me and I quickly abandoned them (That Taiga thing I showed in 🤡︱memes or somewhere) so I decided to try out something that I used to do. I am announcing that I will go back to working on Noclipped, with much more experience and new knowledge! Yay! I will start a major change of the entire game to make the best thing possible. It's gonna be inspired by a concept I had for a while. Details will release shortly when I do the planning. Basically consider it to be Noclipped 2.0. Some of the major changes planned: - Total reword of the inventory systems - Upgradeable weapons - Total removal of all levels in favor of "Zones" (You can call them…
- Noclipped v1.2.1 patch 1 - 24 October 2022
As expected, some bugs were found right after the release of v1.2.1. Here I am to fix them! - Fixed bug where the almond farm had a collider, allowing the building preview to throw the player around (mainly because I forgot) - Fixed bug where crates and cardboard boxes didn't instantly break when hit with a crowbar (mainly because I forgot) - Fixed bug where the actual container item got voided when the container was broken (mainly because I forgot) - Fixed bug where the Ultimate fate achievement wasn't given when the player died (mainly because I forgot) - Fixed bug where the Combat master achievement wasn't given when the player parried an attack (mainly because I forgot) - Fixed bug where the building helper UI was still visible when the player wasn't holding an item - Fixed bug where the new content was not displayed in the dev tool (mainly because I forgot) - Fixed hitboxes for ite…
- Noclipped v1.2.1 - 23 October 2022
This update brings many changes as well as a bunch of new content. Mainly the introduction of containers (boxes and crates you can store items in), 2 new farms, and new resources on Level 0! Inventory management upgrades: - Decreased slot count of the player from 36 to 32 slots to encourage the use of containers - Removed the weight limit of all inventories - Removed the item weight mechanic to make the inventory feel simpler - Added new items: Silk string, Paper ribbon - Added recipes for crafting rope, clothes, and wallpaper out of the new renewable items - Added items to all new structures mentioned below - Added recipes to the new structures Building: - Added a preview of structures when the player has one equipped - Added rotation of structures via the default hotkey R - Added a snapping mechanic that snaps all structures to a grid - Added an ability to place structures off-grid by…
- Noclipped v1.2.0 patch 4 - 10 October 2022
This patch fixes some annoying and highly requested fixes for Noclipped. They are mainly related to the endgame and level 8, but there are some fixes/tweaks for the early/mid games - Fixed bug where the door that is the chapter 1 end door from v1.1 lead to the beginning of level 8 - Replaced the chapter 1 finale door with a door that leads to the threshold, allowing players to move back down levels and play the lower levels with their new gear - Removed wooden crowbars, encouraging players to return to level 1 after they crafted a metal/firesalt one on upper levels - Fixed bug where entities avoided doors while chasing, instead finding a route that uses another entrance - Fixed collider on the door that leads from Level 8 back to the threshold - Tweaked and improved the player movement to feel more responsive/snappy and less "drunk" - Added more significant air control (Movement of the…
- Noclipped v1.2.0 patch3 - 6 October 2022
Nope, the last patch didn't let the game be playable after level 5. Now it is finally fixed and ready to go :) - Fixed bug where doors on Level 5 never appear - Added an ability to close the sandbox developer tool selection screen with the escape key - Fixed bug where you can resume the game while having the settings menu opened - Fixed bug where the recipe for Firesalt explosives never appeared - Fixed bug where entities spawned right after the blackout ended - Buffed the blackout time from 150s to 450s - Fixed bug where the X in the credit screen didn't close the credits screen
- Noclipped v1.2.0 patch2 - 5 October 2022
Another day another post-release bugfix patch and another bucket full of bugs were removed. I sure hope this one doesn't break the game even more :( - Fixed entities spawning on Level 1 during the day/whiteout - Tweaked the entity spawning time, nerfing it from 80 seconds per entity to 180 seconds per entity - Tweaked blackout time to only be seconds - Fixed bug where items on Level 0 spawn below the floor - Replaced the door collision with an older version that is present on threshold doors. This decision is made due to the fact that v1.1 doors use this system and always seemed to work - Fixed bug where a large shadow of the arm appears while a torch is held in the hand - Fixed bug where 2 torches are shown if a torch is held in the off-hand and the same torch item is equipped in the main hand - Fixed bug where the camera could clip into the walls when the player crouched without any i…
- Noclipped v1.2.0 Patch 1 - 4 October 2022
Many bugs were found by people right after release. Uploading a newer patch that fixes some of the more annoying/game-breaking bugs: - Fixed doors not leading to the Threshold on Level 3 - Fixed entities spawning outside of the map and falling into the abyss on Level 1 - Fixed entity spawn tables only spawning smilers on levels 1-6 - Fixed crafting recipes overflowing on top of the inventory in the crafting tab - Fixed player running animation continuing to run forward while the player is moving backward - Removed the debug "Toggle Level Blackout" functionality off the key X - Tweaked the animation so the torch doesn't stay right in front of the camera, obstructing the view of the player - Lootboxes (Lockers, lunchboxes, etc.) will no longer appear during Backrooms sense if they're already been looted - Tweaked the hitbox of the level door so entering it is easier and more reliable I si…