Hey guys,
I'm going to keep the opening short. Obviously I've been shit at the whole communicating thing. and it's still on me. Whilst I don't feel comfortable with going into details, I feel I do have to explain a little of what happened, and what's going on.
I guess the only way to put it is, I had a bit of a meltdown or breakdown or whatever you want to call it. I was getting some help with my mental health, but I kind of cut that off completely as well. I carried on spiraling, and much as my other half has been supportive, she had her own stuff to deal with as it was.
I've been trying to come back and I've just not been able to bring myself to it. Again, it's on me, it's my failing. I've avoided my emails as well, I just panic everytime a got a notification for a new comment. The only thing I've been doing is logging in to make sure that I don't charge anyone the monthly patronage before the end of each month (as I cannot pause my patreon page).
I wouldn't say I've pulled myself out of whatever hole I'm in yet, but while I was "off" the project, I've not stopped thinking about it.
The silver lining is that during this time, I've made some re-evaluations, and I've had some moments of realisation. The game's game loop doesn't work.
After two months (or has it been longer?), I finally managed to write the first bit of notes. I've been putting down ideas and then rewriting them.
I've finally found a narrative that fits the namesake of Due Process better, and I found mechanics and game loops that for now, feels more compelling and still stays true to what I started out wanting to make.
I know this may annoy or upset some of you, but I think it's the only way I see the game "working" going forward.
Story:
You're no longer just someone who's helping Karen out with the subjects. I knew I need Karen as a sort of tutorial and gatekeeper to gameplay mechanics, but I think making the player the housekeeper of the facility showed the fundamental lack of gameplay.
You're now a professional thief who just arrived in a new city where you've been told there are plenty of opportunities for you. Karen has hired you to steal some valuables for her from another high tech facility, but you end up getting caught.
Karen bails you out because she wants to know what you found, and you're now in an uneasy alliance to retrieve the stolen goods for Karen, while she helps you with getting out of a guilty verdict you're facing.
Karen is still exploring mind control technology, and your job was supposed to help her finish it. She still has to answer to her board, she's still the same character who's doing everything for her own gains. The only difference is her relationship with you.
Catherine is still in the game, and she'll still be the subject of Karen's experiments, except it's no longer an isolation based process to turn her into a slave.
Gameplay:
The mind control technology is still ultimately the end game, but it'll be delayed further down towards end game content. There are missing components to Karen's technology, and you need to obtain them for her to finish the research, and openly mind control people.
With mind control pushed to the end game, new mechanics will be in place for the mature content. The technology is broken down into 4 components: memory, awakeness, will and arousal. With all four elements available, you can obtain mind control powers - but you'll be getting part of these elements from the beginning, starting with awakeness (or sleep).
As you advanced through the game, you can gain more elements of these powers, and you can use them to effectively gain different content with your subjects.
The gameloop will be broken into multiple aspects:
Heists - as a thief, you go and steal more stuff to gain necessary items for your end goal.
Combat - if caught, you'll have fight your way out! But as a thief, don't expect to fight your way out like a barbarian. As you gain the different elements of powers, you'll use them to get your way out of trouble.
Investigating - you're due for a trial, to manipulate the results, you'll need to identify and locate key people in the trial and manipulate them. With the help of PIs and some detective mechanics, you'll locate these people and do what needs to be done to them.
Manipulating people - this is where the sexy content are, your reward depends on what elements of power you've got and how many people you can locate.
Mind control - completing Karen's technology opens up a new opportunites and sexy content.
When I first started development, I started with experimenting with a very basic idea and tried (but failed) to expand on it and create gameplay and depth. I'm currently trying to go the other way, but understanding the entire gameplay and then build towards it.
Each gameplay component mentioned above, I intended to simplify to start with and build on top. This way I can minimise the time needed to get to the point where there's functionally a game. The difference is I already know there are actually different mechanics working together to create varied gameplay going forward.
As the development continues I can start adding the depth I have currently planned for the different areas, so combat may start out as very basic turn based 1 on 1 - it'll be changed overtime to become more interesting.
One of the sticking point for me previously was how to have a proper difficulty curve if you could already successfully mind control three people within the first few missions? I believe these new components to the gameplay will finally create it:
You now need to identify and location your subject (investigation phase), subdue them (combat), contain them (the room which they'll try and break out of) and apply the mind control technology. This is the easiest way I can see an increase in difficulty as you progress in the game.
The difficulty of location the judge in charge of your trial may be easy, but nothing short of end game mind control would sway the results. It'll be high risk high reward content. Meanwhile identifying and locating the witnesses are harder, but you'd only need to temper with their memory to lead to different outcome.
Also, there will be superheroes in the game. It may be a bit out of the blue, but I feel it compliments the mechanics well. Every element of the game can be applied to superheroes with spike in difficulties: you need to figure out their secret identity from very little clues; subduing them will be challenging; they could potentially break out of holding cells; before finally being able to mind control them.
That said, they're not gated as end game content, as different levels of superheroes will appear as you go on your heists, and mind control isn't the only way to influence your interactions with them in the long run.
So I've got a game that I feel I have a much better grasp of in terms of ideas. I can see the type of gameplay it'll have from start to finish. The hurdle now is my ability to sit down and develop it.
The honest truth is, I don't know what I'll be like going forward. The only thing I know is that I feel more inspired and motivated by having these ideas out of my system. It's down to me to take the next steps.
I've rewritten this post twice already since the start of the new year, and with luck I'll actually post it. I don't know how to end this post, so I'm just going to end it here.
kivik
Hey guys,
I'm going to keep the opening short. Obviously I've been shit at the whole communicating thing. and it's still on me. Whilst I don't feel comfortable with going into details, I feel I do have to explain a little of what happened, and what's going on.
I guess the only way to put it is, I had a bit of a meltdown or breakdown or whatever you want to call it. I was getting some help with my mental health, but I kind of cut that off completely as well. I carried on spiraling, and much as my other half has been supportive, she had her own stuff to deal with as it was.
I've been trying to come back and I've just not been able to bring myself to it. Again, it's on me, it's my failing. I've avoided my emails as well, I just panic everytime a got a notification for a new comment. The only thing I've been doing is logging in to make sure that I don't charge anyone the monthly patronage before the end of each month (as I cannot pause my patreon page).
I wouldn't say I've pulled myself out of whatever hole I'm in yet, but while I was "off" the project, I've not stopped thinking about it.
The silver lining is that during this time, I've made some re-evaluations, and I've had some moments of realisation. The game's game loop doesn't work.
After two months (or has it been longer?), I finally managed to write the first bit of notes. I've been putting down ideas and then rewriting them.
I've finally found a narrative that fits the namesake of Due Process better, and I found mechanics and game loops that for now, feels more compelling and still stays true to what I started out wanting to make.
I know this may annoy or upset some of you, but I think it's the only way I see the game "working" going forward.
Story:
You're no longer just someone who's helping Karen out with the subjects. I knew I need Karen as a sort of tutorial and gatekeeper to gameplay mechanics, but I think making the player the housekeeper of the facility showed the fundamental lack of gameplay.
You're now a professional thief who just arrived in a new city where you've been told there are plenty of opportunities for you. Karen has hired you to steal some valuables for her from another high tech facility, but you end up getting caught.
Karen bails you out because she wants to know what you found, and you're now in an uneasy alliance to retrieve the stolen goods for Karen, while she helps you with getting out of a guilty verdict you're facing.
Karen is still exploring mind control technology, and your job was supposed to help her finish it. She still has to answer to her board, she's still the same character who's doing everything for her own gains. The only difference is her relationship with you.
Catherine is still in the game, and she'll still be the subject of Karen's experiments, except it's no longer an isolation based process to turn her into a slave.
Gameplay:
The mind control technology is still ultimately the end game, but it'll be delayed further down towards end game content. There are missing components to Karen's technology, and you need to obtain them for her to finish the research, and openly mind control people.
With mind control pushed to the end game, new mechanics will be in place for the mature content. The technology is broken down into 4 components: memory, awakeness, will and arousal. With all four elements available, you can obtain mind control powers - but you'll be getting part of these elements from the beginning, starting with awakeness (or sleep).
As you advanced through the game, you can gain more elements of these powers, and you can use them to effectively gain different content with your subjects.
The gameloop will be broken into multiple aspects:
Heists - as a thief, you go and steal more stuff to gain necessary items for your end goal.
Combat - if caught, you'll have fight your way out! But as a thief, don't expect to fight your way out like a barbarian. As you gain the different elements of powers, you'll use them to get your way out of trouble.
Investigating - you're due for a trial, to manipulate the results, you'll need to identify and locate key people in the trial and manipulate them. With the help of PIs and some detective mechanics, you'll locate these people and do what needs to be done to them.
Manipulating people - this is where the sexy content are, your reward depends on what elements of power you've got and how many people you can locate.
Mind control - completing Karen's technology opens up a new opportunites and sexy content.
When I first started development, I started with experimenting with a very basic idea and tried (but failed) to expand on it and create gameplay and depth. I'm currently trying to go the other way, but understanding the entire gameplay and then build towards it.
Each gameplay component mentioned above, I intended to simplify to start with and build on top. This way I can minimise the time needed to get to the point where there's functionally a game. The difference is I already know there are actually different mechanics working together to create varied gameplay going forward.
As the development continues I can start adding the depth I have currently planned for the different areas, so combat may start out as very basic turn based 1 on 1 - it'll be changed overtime to become more interesting.
One of the sticking point for me previously was how to have a proper difficulty curve if you could already successfully mind control three people within the first few missions? I believe these new components to the gameplay will finally create it:
You now need to identify and location your subject (investigation phase), subdue them (combat), contain them (the room which they'll try and break out of) and apply the mind control technology. This is the easiest way I can see an increase in difficulty as you progress in the game.
The difficulty of location the judge in charge of your trial may be easy, but nothing short of end game mind control would sway the results. It'll be high risk high reward content. Meanwhile identifying and locating the witnesses are harder, but you'd only need to temper with their memory to lead to different outcome.
Also, there will be superheroes in the game. It may be a bit out of the blue, but I feel it compliments the mechanics well. Every element of the game can be applied to superheroes with spike in difficulties: you need to figure out their secret identity from very little clues; subduing them will be challenging; they could potentially break out of holding cells; before finally being able to mind control them.
That said, they're not gated as end game content, as different levels of superheroes will appear as you go on your heists, and mind control isn't the only way to influence your interactions with them in the long run.
So I've got a game that I feel I have a much better grasp of in terms of ideas. I can see the type of gameplay it'll have from start to finish. The hurdle now is my ability to sit down and develop it.
The honest truth is, I don't know what I'll be like going forward. The only thing I know is that I feel more inspired and motivated by having these ideas out of my system. It's down to me to take the next steps.
I've rewritten this post twice already since the start of the new year, and with luck I'll actually post it. I don't know how to end this post, so I'm just going to end it here.
kivik