You must be registered to see the links
You must be registered to see the links
I know I'm not good at this, and I know I'm not where I should be regarding keeping you guys updated. For that I'm genuinely sorry. I need to work on it and I know that I've had my head in the sand when it comes to letting you guys know what's going on. I can't promise I'll be where I need to be soon, but I'm working on it.
Sparing you guys my life stories, here's another long overdue update.
Development had been stagnated big time the last few months. I never really got started properly, but I have now, as of these past few days.
What's changed? I've been long frustrated with not having a concrete idea that I can sink my teeth into. That meant I lacked the drive on top of other life things that are getting in the way.
Whilst struggling to fall asleep the other night, I suddenly had the brainwave I wish I had a year ago. I know exactly what I'm doing now, I know what I'm coding now will actually go into the final product.
So I've achieved the old project on
You must be registered to see the links
and started a new one. I've setup a new personal server a few weeks ago that I've linked up, and after much frustration I've got my pipeline setup. I've also realised that I can isolate the access permissions on gitlab, so my actual code is hosted on the same project as the issue tracker - only you guys can't see the code! Here's the link:
You must be registered to see the links
I'm going to use the gitlab project as my todo list and bug tracker basically.
So what's the brainwave?
I hate the word I've used for it, but it's probably the best descriptor for it: Cards. Almost everything will be made from cards: actions, equipment, characters etc. at a conceptual level.
Cards will have attributes, and these attributes will dictate how different things interact with each other. Some examples include:
- Missions are cards, their attributes are basically prerequisites to attempt a mission. During preparation you'll need to get the intel to unlock the mission
- During the mission, you have encounters, and you have to counter them with equipments or abilities you have. For example, for a security camera, you can play your stealth card to avoid it, or your hacking card to hack the camera feed. The stealth attribute needed may be lower, but at the same time it may cost you more time units than hacking. And the mission will have limited time units before you have to abandon it. Your cards or your encounters will also have secondary effects that accumulate to increase your chance of being caught, or your being identified (from evidence you leave behind) outside of the mission.
- During combat, your opponent will have attributes that you have to beat. You use your combat ability or equipment cards to counter the opponent's overall stats. You may use more power cards to save time units, or multiple less powerful cards at the expense of time units.
- For research, you need to produce certain resources (cards) to fulfil the requirements for a research.
- For the all important mind control, it'll be like encounters where you counter certain status of your subject - and whatever additional effect will then affect the subject.
This solves a big problem I've had with the game potentially having lots of unrelated mechanics and not particularly "fun" or interesting gameplay, whilst simplifying everything into a single relatively easy to learn system.
It also solve a concern I have with combat, where I'd have to build a decent turn based system (I hate just switching turns because then the concept of a fast character doesn't exist, whilst with this I can create modifiers to the time units based on your speed stats), and a rudimentary AI system, which is probably a lot more complex than it's worth.
All cards will have base stats and random bonus stats, so there will be random elements that you have to deal with.
Best part is, the coding should be fairly simple, the hard part is more developing intuitive mechanics itself. Balancing should be easy as well as I can just tweak the card stats directly.
So with a concrete idea to code towards, I'm finding the drive to push the coding. Instead of sitting mindlessly in front of the TV with my wife, I'm now either coding or actively thinking about what to do with the game.
Unfortunately I've found that I've forgotten a lot of Ren'py and Python language, but it should be like riding a bike and I should be back up to speed in a few weeks.
I can't make any promises of when the first release will be, but I just want you guys to know that I've found some momentum, however small it may be.
Thank you to all my patrons for being so patient with me and for your support, I know I don't deserve it, but I truly appreciate it.
Oh, and above you'll find a few renders I've done recently. Nothing special, but it's a start I hope.
kivik
I know I'm not good at this, and I know I'm not where I should be regarding keeping you guys updated. For that I'm genuinely sorry. I need to work on it and I know that I've had my head in the sand when it comes to letting you guys know what's going on. I can't promise I'll be where I need to be soon, but I'm working on it.
Sparing you guys my life stories, here's another long overdue update.
Development had been stagnated big time the last few months. I never really got started properly, but I have now, as of these past few days.
What's changed? I've been long frustrated with not having a concrete idea that I can sink my teeth into. That meant I lacked the drive on top of other life things that are getting in the way.
Whilst struggling to fall asleep the other night, I suddenly had the brainwave I wish I had a year ago. I know exactly what I'm doing now, I know what I'm coding now will actually go into the final product.
So I've achieved the old project on
You must be registered to see the links
and started a new one. I've setup a new personal server a few weeks ago that I've linked up, and after much frustration I've got my pipeline setup. I've also realised that I can isolate the access permissions on gitlab, so my actual code is hosted on the same project as the issue tracker - only you guys can't see the code! Here's the link:
You must be registered to see the links
I'm going to use the gitlab project as my todo list and bug tracker basically.
So what's the brainwave?
I hate the word I've used for it, but it's probably the best descriptor for it: Cards. Almost everything will be made from cards: actions, equipment, characters etc. at a conceptual level.
Cards will have attributes, and these attributes will dictate how different things interact with each other. Some examples include:
- Missions are cards, their attributes are basically prerequisites to attempt a mission. During preparation you'll need to get the intel to unlock the mission
- During the mission, you have encounters, and you have to counter them with equipments or abilities you have. For example, for a security camera, you can play your stealth card to avoid it, or your hacking card to hack the camera feed. The stealth attribute needed may be lower, but at the same time it may cost you more time units than hacking. And the mission will have limited time units before you have to abandon it. Your cards or your encounters will also have secondary effects that accumulate to increase your chance of being caught, or your being identified (from evidence you leave behind) outside of the mission.
- During combat, your opponent will have attributes that you have to beat. You use your combat ability or equipment cards to counter the opponent's overall stats. You may use more power cards to save time units, or multiple less powerful cards at the expense of time units.
- For research, you need to produce certain resources (cards) to fulfil the requirements for a research.
- For the all important mind control, it'll be like encounters where you counter certain status of your subject - and whatever additional effect will then affect the subject.
This solves a big problem I've had with the game potentially having lots of unrelated mechanics and not particularly "fun" or interesting gameplay, whilst simplifying everything into a single relatively easy to learn system.
It also solve a concern I have with combat, where I'd have to build a decent turn based system (I hate just switching turns because then the concept of a fast character doesn't exist, whilst with this I can create modifiers to the time units based on your speed stats), and a rudimentary AI system, which is probably a lot more complex than it's worth.
All cards will have base stats and random bonus stats, so there will be random elements that you have to deal with.
Best part is, the coding should be fairly simple, the hard part is more developing intuitive mechanics itself. Balancing should be easy as well as I can just tweak the card stats directly.
So with a concrete idea to code towards, I'm finding the drive to push the coding. Instead of sitting mindlessly in front of the TV with my wife, I'm now either coding or actively thinking about what to do with the game.
Unfortunately I've found that I've forgotten a lot of Ren'py and Python language, but it should be like riding a bike and I should be back up to speed in a few weeks.
I can't make any promises of when the first release will be, but I just want you guys to know that I've found some momentum, however small it may be.
Thank you to all my patrons for being so patient with me and for your support, I know I don't deserve it, but I truly appreciate it.
Oh, and above you'll find a few renders I've done recently. Nothing special, but it's a start I hope.
kivik