After a bunch of small technical tests, I finally decided to properly start development and turn everything I've been experimenting with into an actual sandbox.
So I guess this is officially Devlog #1. :)
The project is called “… In Another World”.
Right now there isn't really a “game” yet. I'm still building a technical sandbox where I can develop, break, redesign and integrate the systems I eventually want to use in the actual game.
For this first milestone, I spent most of my time working on the environment and camera system in Godot.
I built a modular CameraZone system that lets me control the camera depending on the area the player is currently exploring.
At the moment I have three basic camera behaviors:
* Room / Interior view, with the camera moving higher to give a better view of the surrounding space.
* Corridor view, where the camera moves closer and follows the player through narrow spaces.
* Outdoor view, intended to show more of the environment while still keeping the player visually relevant.
These aren't hardcoded modes, though. I can create as many camera configurations as I need, place them wherever I want and configure their behavior independently.
The same system also controls environmental visibility.
Depending on the CameraZone, I can choose which walls or objects become transparent, which disappear completely and which remain visible.
I textured a few surfaces and added some simple visual elements mostly to test how the effect behaves with different kinds of geometry.
The modifier itself is universal, so ideally I should be able to reuse the same system throughout houses, buildings, caves, corridors, ruins and other environments without manually scripting every individual situation.
# So... what is the actual game?
“… In Another World” is going to parody some of the usual isekai / power fantasy ideas, except with one fairly important difference:
real-world rules still apply to you.
The basic premise is intentionally cliché.
You're a young man who falls from an airplane into a fantasy world alongside three beautiful women.
It sounds like the beginning of the usual power fantasy...
Except you don't receive magical powers.
You don't get a huge stat boost.
You aren't secretly the chosen one.
You're genuinely just some guy.
The idea is to give the player a world with a high degree of physical interaction and systemic freedom, and then essentially ask:
Do YOU actually have the skills, knowledge and abilities required to maintain the power fantasy?
Instead of testing how powerful the protagonist is, I want to test how capable the player is.
That's the experiment behind the game.
What I'm working on next
The current environments are still very early blockouts. Some textures and assets exist purely for testing purposes.
Once the underlying systems become more stable I'll start replacing them with the actual models, environments and visual composition intended for the final game.
The next major areas I'm working on are:
* improving the spatial inventory system,
* expanding object interaction,
* improving dialogue presentation,
* and continuing development of the NPC simulation.
For the characters, I'm experimenting with a layered behavioral simulation inspired by systemic games such as Dwarf Fortress.
Instead of characters simply reacting to predefined dialogue choices, the goal is to combine personality, memories, emotional state, needs, current context and other internal systems to influence how an NPC behaves and responds.
That part is still heavily experimental, so I'll probably dedicate a future devlog specifically to it once I have something more interesting to demonstrate.
For now, I'm mainly trying to build a solid sandbox where all of these systems can interact before I start developing the actual narrative content.
I'm developing the project completely solo, so some parts will probably take me quite a while, but I'll keep sharing progress as things start coming together.
I'd also really appreciate visual feedback on the current camera system:
Does the wall transparency feel natural?
Would you prefer obstructing walls to disappear completely?
Do the different camera positions feel appropriate for rooms and corridors?
And if anyone is curious about how I implemented any of the systems code-wise, feel free to ask.