The Story:
The space nighthawk gets suspiciously shady offer. During the mission spaceship crashed and the whole crew has died. He is the only one who survived and left alone without any back up on the planet called Trappist-1 h which has been in quarantine for dozens of years. The previously prosperous cyber-metropolis of one of the planetary systems - decays after a biological plague. And it’s not the most pleasant place that turns into the hell, when he realizes that it’s impossible to run away from this trap. Some people say that everyone has a small chance to leave Trappist-1 h and the black archaeologist is trying to do his best to find the ship and get off this planet.
Looks pretty good. I prefer turn based games myself, but they generally require more decisions for strategy than real time. Some of the ones I’ve thought about are: close range weapons can only be used when an enemy is near, weaker players in some areas, like personal defense, need some protection from other members, different equipment works better in different circumstances. Have you thought about that at all? Are you going to have more than one party member?
I prefer turn based games myself, but they generally require more decisions for strategy than real time
Me too. And you are right, cause there a lot of combination of equipment, characteristics and so on.
>> close range weapons can only be used when an enemy is near
Yes, all weapons will get a range. But you can shoot in long distance with a chance -99% Maybe with high Fortune (more than 10) you get hit there. But not melee of course.
>> weaker players in some areas, like personal defense, need some protection from other members
Yes. Some quests to defense somebody (NPC).
>> different equipment works better in different circumstances
Yes. Also Im planing to implement body modification - implants, to improve your characteristics. Change your eye to electronic cyber eye to get more area to view in dark. Riddick will like it. ;D
>> Have you thought about that at all?
Not all the things, but I will do it in several parts. Right now Im working on Inventory system. After I’m planing to implement bombs, grenades etc. For example, barrels should be with aoe if you hit them.
Yes, I know - there a lot of work. But, it’s really interesting work. Balance, stories, quests… Actually if you ever played Fallout 1 or 2, or maybe Underrail - it will in same game setting.
There is something about the environment masking - where it turns see through where the character is standing, that doesn’t look quite right. Maybe it is how it pops in relatively quickly instead of fading in/out. I don’t quite know.
At first - in the first video I thought it was a render glitch - but then realized it is to keep the player character visible completely.
I wonder if this is needed. I never saw a moment where the player character was ever completely hidden behind environment objects. Even if the character is not completely hidden the transparency effect kicks in - and I don’t really think it is needed unless there are a lot of times the player character is completely hidden by foreground environment elements.
Other games Diablo 3 and Xcom’s usually don’t have a solution for this unless the character goes behind an object that completely blocks/hides the player character. If the player is not complete hidden - this effect does not kick in - in other games. Do you think this is needed - even if the character is not 100% completely hidden behind foreground elements?
What you have so far looks good! Question though, the reality is that there are many similar games out there. Have you thought of a feature in mechanics, story (anything) that would set this somehow apart from the rest? Now, I don’t mean to sound condescending in any way with that question. Honest curiosity
Yes, I have specific features that will looks differently than other games. Features of game mechanics and rich story of course. I will post more information here later.
Seemed like everything in between the character and camera was turning transparent even if the character was not fully hidden. In other games this type of masking, or outlining doesn’t happen unless the character is 100% occluded behind another object.
Right now working on new monster - Derelict. Derelict it’s muted human living in dark places such as caves and urban sewage. Also inventory and other features still in progress.
Long story short I have added a outliner for objects that player can interact with, new monster Derelict and Psy Derelict with invisible feature, new HUD, ammo reloading, new UI for dialogs and notifications for quests.
And here the timeline
00:00 - 02:18 fight with Derelicts and Psy Derelict
02:18 - 02:54 new UI for Inventory
02:54 - 03:28 big badaboom
The outliner works like in Underrail. You can press Tab and it will highlight the objects near the player to reduce pixel hunting. Also the color of outliner is depending on what object it is. For example
None NPC (lockers, stuff on floor etc.) — blue outline
NPC not in battle mode with player — green outline
NPC in battle mode with player — red outline
As you can see the new enemy Derelict is in a game, two version of him actually. Psy Derelict and Derelict. The Psy Derelict is invisible and he is the leader of group. Thats mean other Derelicts near the Psy Derelict attack with more damage. And if Psy Derelict is dead they become weaker.
What a coincidence! I was thinking about this game yesterday and wondered what was going on with it. Glad to see the project is still up and running, new stuff looks promising!