Unity Null Streets [Devlog]

Apr 23, 2018
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Null Streets

What is this?

A small project I started working on fairly recently to get back into the groove of game developing.
A hobby I put aside due to life circumstances.
By the way, all art is currently not necessarily indicative of how the final game will look like: all art right now are placeholders I draw quickly, roughly and generally en masse in one sitting.
The girl currently used as main character of the game will most probably not be the main character if a character at all in the final game.

What's the premise of the game?

It is currently the New Year 831, the streets bustle with neon lights, violence, sex and people of all walks of life.
Nobody remembers what year it was before New Year 0, but people know that the great Cataclysm that wiped all civilized life on earth raged for centuries outside the endless walls of the Last Bastion before they decided to celebrate the new calendar.
But the story of how the world came to end is not important, what is important is you:
You are a lone child, whether recently orphaned, abandoned, street raised or perhaps even vat grown; regardless of how you came to be or lived the few years you've been alive in this world, you are weak, ignorant, inexperienced and thrown into a reality where survival of the fittest is the only true law.
Roaming the streets of the only known standing city after the Cataclysm, you must fend for yourself, survive, thrive and write your own story in this dystopian Cyberpunk world.

Gameplay?

The gameplay is rather simple, if anybody has had the chance of playing Hentai Rabbit Hood or Tunnel Escape they will be familiar with it:
It is effectively a linear exploration game where you mostly press forward to advance towards a specific destination but with a sprinkle of TTRPG sandbox in it.
Every step will have some chances to get events, find places, shops or encounter enemies.
Events may be resolved through several means by rolling a dice pool made of your chosen attribute and skill.
Combat will work in a similar way, allowing you to not just fight your enemies but also attempt to negotiate yourself a way out, whether that be through promises, threats, payment or sex in a turn based scenario.
Your chosen mission for the run will determine what will happen when you reach your destination, but regardless of your goal, you will most times be able to decide the way to complete it.
For example you might simply start a fight with your target if your mission was an assassination, but you could also instead choose to search for a vantage point to snipe him, otherwise seducing your target to a lovely night under bed sheets might give you an opportunity for a clean and simple kill.
Otherwise if your goal is to steal data from a megacorp building you may decide to stealth your way in, maybe attempt to hack into the system from outside, or simply walk in, ask for the person in charge and negotiate a price to buy the data from them.
After every mission, whether failed or succeeded, you will earn rewards and consequences for your actions as well as some downtime to level up your skills, buy equipment, start projects or indulge in pleasures.

So what's the plan and how much is currently done?

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And that's it, future updates will probably happen among the thread's posts, maybe I'll update the sections above too every once in a while.
But for now this is what I got and what I'm planning.
This will take a looooong time and probably have several hiatuses sprinkled here and there, perhaps it won't even be done and will be abandoned!
But you know, I would've never gotten to my current art skills if I didn't decide to start drawing seriously back then.
So I will probably never be able to make this game if I don't actually start making it.

So let's just make it.​
 
Apr 23, 2018
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I would love to say I've been hard at work but in actuality I've just been playing the new Genshin update constantly because of no real reason other than I like the new loli and I can now get free constellations for just spending some time in it daily

Other than that I spent a day some time 5 days ago drawing random icons and jotting down the possible UI for the inventory screen and today I took the single hour I got before going to sleep to set it up and code up the inventory state

The way I have decided the inventory system will work in the game, as stated above in the opening post: is that you will have as many inventories as you can equip
You will always have inventory space inside your mouth, ass, pussy and in your hands to hold, smuggle or hide small or tiny items like USBs, drug capsules or the lucky bullet that may save your life
Otherwise to have more inventory space you will have to sacrifice slots and perhaps armours to equip backpacks, bags, clothes with pockets or hold suitcases in your hands

Right now the base for the system is in, it shouldn't be too difficult or long to implement the rest
Tomorrow I'll try to figure out how to open your chosen inventory to interact with the items in it to equip them, discard them or something else

Also the more I look at it the more I hate the look of the inventory screen as it is right now
I'll change it in the future though, as a placeholder right now, it will do
View attachment 2025-09-18 00-13-06.mp4
 
Apr 23, 2018
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I think I should only post when I have substantial progress to show, however I am still rather new to devlogging so I guess I'll just post whenever I do something and then go by feel from there
View attachment InventoryReduced.mp4
Anyways, inventory script is officially fully functional: with the help of a few temporary lines of code to give me some equippable backpacks, you can see that item interaction within the inventory now works (only equipping right now and with no dialogue box to choose between options because I didn't feel like fighting with Unity UI tonight) and you can equip bags and backpacks to gain more inventory space.

Right now I deactivated the slot limits and requirements but don't expect to be able to equip 30 bags to have infinite space like I'm currently doing here.

In the next few days I'll see if I can quickly whip out a temporary dialogue box for the player to have multiple ways to interact with items and have them officially appear during gameplay to be collected and used in skill checks to aid rolls or straight up bypass challenges.