Mansion Map Now Live – Ideas & Current Bugs


What’s Live

  • The entire ground-floor layout is now fully blocked out in-engine: foyer, library, gallery, dining/kitchen wing, and hidden pantry.

  • Basic navmesh is baked so any future NPCs or scripted ghosts can navigate—and you can test chase sequences without getting stuck.

  • Preliminary lighting and post-process effects are in place, with the brain-HUD sanity meter calibrated for each room.

Ideas on the Horizon

  • Secret Alcoves: Small side passages off the main hallway that reward close observation.

  • Reactive Décor: Imagine portraits that subtly shift when you’re not looking, or bookshelves that pivot to reveal hidden rooms.

  • Interactive Props: Physics-based objects (like movable crates or levers) to add tactile puzzle elements.

  • Ambient Ambushes: Ghostly silhouettes or distant footsteps that trigger when you cross certain thresholds.

Known Issues & Missing Features

  • No AI Yet: Ghosts and NPC behaviors haven’t been implemented—collision and navmesh are set up, but the manor is currently empty.

  • Only Ground Floor: third floors are still in blockout phase; their geometry exists only on paper.

  • Lighting Glitches: A few rooms (notably the kitchen and study) show occasional flicker when toggling candelight volumes.

  • Collision Gaps: Tiny holes in the gallery railings let the player clip through under certain angles.

  • HUD Jitter: The brain-meter display occasionally jitters for a frame when sanity crosses a threshold.

With the core map live, I’m turning next to filling out upper floors, polishing collisions, and eventually adding simple AI to roam these halls. If you spot any layout oddities or lighting woes, let me know—every bit of feedback helps shape the final nightmare.

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