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BLC was originally developed on SGM, which is a small but serviceable engine. Although the engine allowed me to build for Unity, it didn't offer much customization. Even after porting to Unity. Unfortunately, SGM doesn't have any video features for the new animations, which forced me to switch to a different engine.
Around the same time, the developers of SGM released a new engine called BAKIN. It did offer video capabilities and was used to create Small Complex. However, it's still in the early stages and couldn't handle BLC models, resulting in significant slowdowns. I found myself stuck between these two engines.
After careful consideration, I decided to start over from scratch on Unity. At first, I didn't want to announce anything until I was sure that I could learn the new engine, I didnt want to look like an idiot. However, I am pleased to say that it's now in a very playable state, and I feel confident enough to share it with all of you.
I've changed the gameplay of BLC to be primarily from a first-person view. Of course, I know that some players may prefer playing in third-person view, so I'm considering adding an option to switch between the two modes. However, for now, I really want the focus of the experience to be on the first-person view.
To give you a bit more detail, I've added a ton of new objects and features to the apartment to make it more interactive and visually appealing.
I've also made sure to pay extra attention to small details that can make a big difference in creating a realistic and engaging environment. For example, I've added more textures and lighting effects to create a more dynamic and lifelike atmosphere.
(Some of the characters illuminations are still in development XD )
I remodel of the original MC to fit more seamlessly with the rest of the cast. In the past, the character felt a bit out of place and disconnected from the other characters in the game. And yes, he still is silent.
However, I understand that some players may prefer the original hairstyle and design of the character, so I've made the option to switch back to the old character model available.
I now have much more creative freedom to create a wide range of scenarios in BLC. In the past, I was limited by the need to render animations separately, which meant that I had to be careful about how I used them.
But now, with the ability to create animations within the game engine itself, I'm free to experiment with new gameplay mechanics that just weren't possible before.
I've always been a bit obsessed with sneaking, and I can finally do it justice. Since in BLC it really was just a pointles feature.
You will be able to sneak up on characters, and when discover they will react appropriately.