I'm putting together the engine for an isometric, mission-based stealth action game with a cyberpunk setting. Emphasis is on creating tight action, complex AI and data networks. This game will be a spiritual successor to a Klik n Play title created in the late 90s.
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The tutorial firing range is an ancient tradition that I fully intend to keep alive.
Starting to make levels now (such as the tutorial) that I intend to keep for good. Still finding bugs here and there.
One question I keep getting is whether levels have to fit in one screen. They actually don't, and the tutorial level is an example of that, as it spans 3 screens already.
The AI is complete, more or less, barring a few tweaks. I decided to go ahead and try making a new test level to see how the process goes.
Thankfully, it was relatively painless once I set up my photoshop template. About 2-3 hours to create the piece you see here (Mission: steal the nano-brain) Obviously, it's not very polished, but it implements all new objectives, layout, etc. I coded everything to be as simple as possible: drop in the guards & civilians where you want them, cameras, turrets etc. The rest is handled automatically.
I added the objectives system- see attached picture. Also the after-action report which should give you an idea of how missions will be ranked. So, you can choose one of two missions and either fail or complete them, after which you're taken to the post screen. It's a playable game at this point!
Before I begin level creation for real I must be sure I've made all the weapons & items I want. Currently there are 26 guns, but I think I'll make it a full 30.
I've also included a pic of the inventory screen just because I don't think I ever showed it. There are 4 sub-screens to the inventory screen, including also data, bio, and weapon screens.
I'm thinking of putting out a call to get some pixel art for status screen images of weapons & items. I don't think I have the time or interest to do the larger graphics for all 30 guns or the 12+ items. Let me know if you'd be interested...
Finally! I got audio capture to work with Windows 7 using virtual audio cable (http://software.muzychenko.net/eng/vac.html) although it's unregistered so you'll hear "trial" occasionally.
You can see I've finalized civilian AI as well as some basic patrolling robots. Currently I'm working on guards who will patrol, investigate, pursue and react to alarms. Once that's done I will declare the engine done and start working on new levels (finally!)
You can see a new item in this video, the EMP grendades. I've added much more & plenty of new weapons as well.
Also for the first time in this vid I demo the network hacking aspect of the game, which I only showed before in some early screenshots. If you hack into the network then you can upload exploits to the various things such as cameras, turrets, or even remotely download the data you were trying to steal.