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TIGSource ForumsCommunityDevLogsRoguespy
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Jubjub
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« Reply #20 on: February 12, 2013, 11:55:11 AM »

Update #4

Today I finished adding some AI for the guards. If they hear your gun, they'll find the source of the sound and shoot you.

The rest of the NPCs are still oblivious to what's going on around them and will happily stand among pools of blood, so I'll have to implement some sort of generic system so that everyone can recognise dangerous situations and hide, attack or devise some kind of strategy depending on the tools they have.

My next goal is to create a small introductory map instead of the huge test mansion where I'm trying stuff out and start adding targets and way to accomplish them creatively.


Here's a gif of the guards avenging the death of their employer:

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baconman
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« Reply #21 on: February 12, 2013, 12:43:30 PM »

RogueStreet.

Also, are you gonna have people-targets that your mission involves *not* killing or harming?
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Jubjub
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« Reply #22 on: February 12, 2013, 01:16:13 PM »

Like escort missions or like innocent bystanders?

If it's the first, then sort of, I wanted to have some sort of kidnapping missions, if it's the second one then yes, there wll be quite a few NPCs that you aren't required (or even supposed) to harm, like the gardeners in the last gifs.

There will be also missions where you aren't required to interact with people at all, like stealing something or the like.
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Graham-
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« Reply #23 on: February 12, 2013, 02:13:37 PM »

I am interested by this. I want to see elaborate scenarios, in which I can plan 52 steps ahead, strategically, and still have it only be one of so many options.

ASCII is a good format to build rich mechanics, obviously. It is such a good prototyping format. Though I don't know what you have in mind personally. Just interested.
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Jubjub
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« Reply #24 on: February 13, 2013, 02:59:24 PM »

@Graham.
Thanks! That's what I want to create, scenarios with a huge range of possibilities.
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Jubjub
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« Reply #25 on: February 13, 2013, 03:00:41 PM »

Update #5

Today I finished adding winning conditions and a small "end-of-mission" popup.

I've also added the basic layout for a new level that will serve as an introduction to the game and its mechanics.

My next task will be to start adding different ways to accomplish your goals, since right now smacking your target to death and shotting him are the only ways.


Here's a gif showing the new map and the end of mission popup. I captured this one using LICEcap instead of saving a screenshot per frame and composing them later as I do usually, so you this one is realtime and shows how ranged targetting works.

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