So, I started working on a series of levels for the prototype, which comprehensively demonstrate you the basic idea of the gameplay. These levels will contain different elements of gameplay such as:
- Puzzles, based on interactions with objects (based on physics and not on a grid movement as in Pocket Kingdom)
- Puzzles based on stealth mechanics (basically it's programming of enemies logic and also dynamic shadows)
- The elements of the hacking
- Arcade elements
- Action elements
All these aspects will infiltrate and interact with each other and eventually combined into a single complex. I plan to start from the most difficult and most interesting part - the elements of the hacking (but it will also include some stealth elements, like shadows). The difficulty lies in the fact that I have no clear vision how it should work. So, we'll try it first.
Here is a list of required objects to implement hacking elements in prototype:
- Tileset for the test puzzle (mostly ready)
- Puzzle as is
- The level for the puzzle, assembled from tiles
- The keeper of the key with access rights, locked mode (done)
- The keeper of the key with access rights, unlocked mode (done)
- Loader (done) + animation
- Guard (done) + animations (done)
- Keeper with a guard's gun (2 versions - red and emerald)
- Design of permission status displaying for guns
- Keeper with a gun knocking social chips
- Terminal (done)
- Menu of Terminal (done)
- Menu of guard's waypoints (done)
- Menu of current segment
- Hacking menu (mostly ready)
We also need to choose the best option to displaying guns over the 5734L3R's sprite. And add shadows (at first it will be static) as stealth object.
After its implementation, we will publish a prototype and access to it will be only for patrons. So, we can discuss it together and then proceed to the implementation of the other elements.