Friday, January 29, 2016
Tuesday, March 4, 2014
One of the key elements of the game's design, I wrote a little about my current plans in my previous post, is the operative system the player will use to interact with the computers. The game's computers will have important information in some of their files, emails... and will also be connected with other computers and devices (doors, turrets...) through local networks. The player will interact with the computer using GUIs, the easiest but more restricted way, or the more powerful command line interpreter, depending on the computer and situation. I want the command line interpreter to be easy to use (there will be books and other tips through the levels to help, but it should be quite intuitive, hopefully), something like a very basic version of DOS or bash, but interesting enough to have a feeling of really being 'hacking' the machine (exploring all the folders and files to find a useful program or someone's password, or connecting to other net devices to open doors, disable turrets... things like that).
I've been working on that for some time and, although not all the operative system's details are finished, the main functionality is working (file system, users, GUIs, CLI and networks), and I'm quite happy with it, so I've made a short video and some screenshots of one of my test maps to show you how it currently looks, and also the new weapons, LED signs and turrets I've been working on lately:
Monday, January 6, 2014
Because of that, and because I also really liked my original design, I've being thinking about splitting the project in two connected games (I have the story mostly worked out and fits quite nicely with this approach): one will be the short term one that I will focus on right now, the original game I had planned, and then the long(er) term one, that will take place later in the storyline in a more open environment. This way I can focus in getting something done that I think can be fun and interesting but relatively easier to finish, and then go for the more ambitious sequel (there are many things in common in both of the designs so making the first one will mean implementing many things I need for the other).
Anyway, that's where I'm right now, working on the first adventure, which, best case scenario, will be good/interesting enough to sell on digital stores and make some money (which will allow me, among other things, to buy a pro version of Unity), but we'll see how it goes.
Lately I've been working on a more final version of the 'retro' operative system for the computers in the game, a key element in my gameplay design, and I'm really happy with how it's taking shape and looks: it lets the player explore the contents of a computer using the command line interface (dir, cd...), finding documents with useful information and programs (mail reader...) and connect to other computers on the same network or devices like doors or sentry turrets... to solve puzzles. I also need to redo some things for the physics based puzzles and the shooting mechanics but those things were already in good shape, 'just' need to refine them.
That's it for now, I'll make a video and/or take some screenshots showing the new computers and turrets after I've worked a little more on them.
Thursday, August 29, 2013
Monday, July 29, 2013
Thursday, June 20, 2013
I'm quite happy with how it's taking shape, so today I thought it was time to make this work in progress gameplay video showing the current state of the level, which is not finished but at last close to what I planned. I don't want to reveal much of the story, so I'll just explain that the main character is wearing a pair of augmented reality glasses that show him a HUD with extra information about the things he sees, and his ammo and health levels, that also include an artificial intelligence that gives him tips and descriptions of things when asked (that's the robotic voice you hear in the video).
Wednesday, June 5, 2013
The demo is still the same, it's far from a finished game but, if you want to try it, you can download it from: http://www.indiedb.com/games/city-project/downloads/city-project-proof-of-concept-demo I programmed it using C++, DirectX 9.0c, OpenAL and Bullet Physics. I haven't worked on this project since then, although maybe some day I'll resume it. The goal back then was just making this 'Proof of Concept' demo and start working on a different game, High Entropy www.highentropy.net