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December 06, 2022, 11:45:04 AM

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TIGSource ForumsCommunityDevLogsPrometheus Wept: A Post Digitial Turn Based RPG from the developer of Vigilantes
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Author Topic: Prometheus Wept: A Post Digitial Turn Based RPG from the developer of Vigilantes  (Read 1474 times)
TimeSlip
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« on: December 28, 2021, 05:20:09 AM »

Hi there!

I've been working on Prometheus Wept for over 2.5 years at this point. Prometheus Wept is a party and action point turn based RPG set in a near-future, post-digital Earth, where the majority of our digital technology has been corrupted by a virus. The game offers hardcore squad-level combat, meaningful choices, deep character progression and an advanced crafting system and uses the code for Vigilantes as a starting point.



Setting:
Imagine a near future earth where technology has become increasingly integrated with daily life. Imagine the sudden corruption of all this technology, in less than a day, by a potent computer virus. A virus which affects everything from the smart kettle in your home to communications systems, automated agriculture, manufacturing and the  transport network. Imagine the widespread loss of life, generations of chaos and conflict, the loss of knowledge, and the fragmentation of nations into insular city states. The virus sweeps the earth rapidly, corrupting all digital devices it encounters.



The events of Prometheus Wept occur some generations after the Event, in a strange, depopulated, low tech world where human communities huddle in the ruins of the mythical mid 21st century, wary of old world technology and surrounded by chaos.

Not all digital technology was destroyed by the virus. Simple devices experienced software corruption and hardware failure. A small number of more complex systems were modified through their contact with the virus, gaining the potential to evolve. These first true AI are beginning to emerge, resulting in conflict with nearby human communities whom the AIs cannot understand, nor be understood by.





Features:


System infiltration:

Transfer your character's consciousness into the treacherous environment of a corrupted computer system, while allies protect you from physical world threats. Employ a range of scripts (abilities) to overcome corrupted system security, and commandeer physical world systems like defenses and doors from within the machine.  




Party and AP turn based combat:
Battle it out with a variety of melee, ranged and explosive weapons, with aimed and special attacks, cover, powerful perk-based abilities, attacks of opportunity and more. Destroy cover to leave enemies exposed, and exploit interactions between the primal forces of fire, water and electricity to your advantage.




Deep character progression:
Choose from several male/female character models, with adjustable skin tone. Build your team using the ADAPTER character system, which comprises 7 stats, 17 skills and a huge variety of perks. Meet and ally with exceptional individuals, each with a unique set of perks.




Deep Crafting System:
Create a large variety of weapons, armour, explosives, gadgets, combat stims and medical supplies, at multiple quality levels based on skill, component quality and the blueprints you possess.



If you have any feedback or suggestions, please do leave a comment Smiley
« Last Edit: April 07, 2022, 05:23:37 AM by TimeSlip » Logged

TimeSlip
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« Reply #1 on: March 24, 2022, 09:56:41 AM »





This development log covers the work on Prometheus Wept for January 2022. The work includes the addition of extra objective to act 1 mission 1, the addition of act 1 mission 2, and the re-introduction of environment weapons, and a revision to the lethality system.
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Armorman
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« Reply #2 on: March 24, 2022, 11:58:12 PM »

You can tell its Cyberpunk cause a guy has Things in his eyes...makes you think.
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Yes
TimeSlip
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« Reply #3 on: March 26, 2022, 04:56:14 AM »

Hey Armourman. Yeah, it's something of a tell tale Smiley There's a mix of post apocalyptic and cyberpunk - the main character is one of a handful of people with in implant which allows them to inject their consciousness into corrupted computer systems to retrieve valuable old world data.
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TimeSlip
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« Reply #4 on: March 26, 2022, 05:16:37 AM »

Here's the Feb-Mar dev log for Prometheus Wept, a dark, turn based RPG set on a near future, post digital earth.

This dev log covers the addition of act 1 mission 3, where you must negotiate a food shipment to ease the food crisis in Sunny Pines.To reduce the price of the shipment, you can improve your relationship with Jim Rawlston, the owner of the farm. One of the ways to do this is to go after the wolves closing in on his farm. If you opt to do this, you'll be joined by Red, a farmhand who has been doing his best to keep the wolves at bay.



Key Changes:
  • Act 1 Mission 3 is complete.
  • Act 1 Mission 4 is designed in depth, with an initial draft of the writing
  • Wolves have been enhanced with traits, and alpha wolves have a unique, activated skill
  • Temporary allies can now be killed and permanently removed from the game
  • Added a relationship system
  • Created final versions of Sunny Pines Militia and Rebel character models
  • Improved the code for saving characters & managing conversations

Dev Video:




Feedback, questions & comments most welcome Smiley
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mobilelast
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« Reply #5 on: April 24, 2022, 03:47:03 PM »

I love how the Earth looks like in the first post. Very thought-provoking and symbolic: like the atmosphere (or something else) is escaping.
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TimeSlip
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« Reply #6 on: May 16, 2022, 02:13:30 AM »

Hey mobilelast - glad you like it. The virus reminded me of a black hole, which consumes all digital technology and prevents anything (including data) from escaping. People knew that the world was going dark, but they didn't know what was causing it.
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TimeSlip
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« Reply #7 on: May 16, 2022, 02:19:07 AM »

Hi!

Below you will find the dev log for April 2022. I've made good progress on act 1 mission 4, where you must locate the missing Dr Kriesler by finding evidence, questioning people and searching for him. It's a big mission, which spans multiple locations and introduces two new outlaw gangs.





One of these gangs is the Blue Screen of Death Tribe. They believe the virus that wiped out all digital technology in the mid 21st century was a divine manifestation, which sought to free humanity from the shackles of technology.



How you handle act 1 mission 4 has numerous consequences. Whether or not you can locate Kriesler will have repercussions. You will also have to choose which of two factions to support, which will in turn decide which of two potential allies will join your party.


Key Points:

- 2 out of 3 maps required for this mission are complete
- 4 out of 10 character models have been created, optimised and made game ready
- Started second draft of writing
- Added 2 new outlaw gangs
- Spent a fair bit of time on unavoidable company admin work :/
- The company admin work is finished now Smiley

Thanks for reading / watching and if you have any questions or comments, please let me know!

All the best,

Daithi
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Alain
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« Reply #8 on: May 17, 2022, 11:53:07 PM »

Nice, it seems like you are making good progress! I'm looking forward to try out Prometheus Wept, do you plan to have a demo at some point?
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TimeSlip
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« Reply #9 on: September 10, 2022, 04:24:43 AM »

Nice, it seems like you are making good progress! I'm looking forward to try out Prometheus Wept, do you plan to have a demo at some point?


Hi Alain. Thanks for asking and sorry about not getting back to you. I'm not getting notifications on here. There is a demo here, which I'm currently working on updating. Plan to release the new demo in the Steam Next Festival in Feb.
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TimeSlip
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« Reply #10 on: September 10, 2022, 04:45:45 AM »

Hi there,

I hope you're having a good day. It's taken longer than I'd hoped, but Act 1, Mission 4 of Prometheus Wept is complete. Here's the development video, and you'll find additional information below:





Act 1 Mission 4:
In Act 1 Mission4, you are charged with locating Dr. Kreisler, who has gone missing under unusual circumstances. You begin by visiting multiple locations in Sunny Pines, including Kriesler's house, to search for clues.





Once you've narrowed down the search area with clues, you get a number of search attempts to locate the missing doctor. Along the way, you'll encounter a number of unusual gangs, who have formed as a result of bizarre misunderstandings about the pre-virus world.






If you managed to find enough evidence, you will locate Kriesler. If not, Sunny Pines will have to do without him. Either way, you will encounter an usual entity with big plans for Sunny Pines, who will either join your party or serve as the primary antagonist of act 1, depending on your choices.

Release Schedule:

The intention is to release an updated demo for Kickstarter backers in the coming months, to participate in the Steam Next Festival in February, and to release on early access in Q1/2 2023.

Work on Illustrations:
All of the 40+ character illustrations have been improved, as have some dozens of the item illustrations.





World Map:
Code to implement the world map has been added, as has a provisional map for act 1.



That's all for now - sorry this update was delayed - I appreciate your patience and will check in again next month Smiley As always, feedback is welcome!

Talk soon!
Daithi





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TimeSlip
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« Reply #11 on: November 03, 2022, 01:01:15 AM »

Hi again-

I've just completed the work for the current update. The focus has been on content, wrapping up the crafting system and adding shopkeepers. Feel free to check out the video / text info on the update, and do let me know if you have any feedback or comments.





Content: Weapons, Crafting Recipes & Perks

Eight weapons, around 30 crafting recipes and 15 perks have been added to the game, which more or less completes the content required for the updated demo.

My last game, Vigilantes had weapon tiers, and each new tier largely rendered the previous tier obsolete, or at least sub-optimal. This resulted in there being a handful of optimal weapon choices at any time. For Prometheus Wept, I'm aiming to make nearly all weapons viable for the entire game, and for weapons to have unique traits to differentiate them from one another.


The cleaver provides greater bleeding damage, and additional damage against animals.


Baseball bats do high damage, and additional damage when targetting an enemy's head.

A scattering of perks have been added to the game, and the perk UI has been updated. Where possible, I've made perks more deterministic, so for example, rather than a 20% chance of a free attack, every 6th attack costs no action points.



Systems: Shopkeepers & Crafting
If you played Vigilantes, you may remember that there's a single, off-map shopkeeper in the game. Prometheus Wept requires multiple on-map shopkeepers, so I've added code to support this, to start the trade interaction, along with saving, loading and managing shopkeeper inventories. In Vigilantes, there were separate buy and sell screens for the shop and merged the old buy/sell interface into a single screen.



I've also worked on crafting system, improving the display of information and adding the ability to upgrade weapons and armour, after they have been crafted. Some layout and visual adjustments aside, this wraps up one of the more complex systems in the game.

The main parts of work to be completed for an updated demo are balancing and testing, which I'll start working on next. I'll keep you posted on progress, and if you have any questions or feedback, let me know!

All the best,

Daithi



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TimeSlip
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« Reply #12 on: November 19, 2022, 06:51:22 AM »

Hi again-

I've just completed the work for the current update. The focus has been on content, wrapping up the crafting system and adding shopkeepers. Feel free to check out the video / text info on the update, and do let me know if you have any feedback or comments.






Content: Weapons, Crafting Recipes & Perks

Eight weapons, around 30 crafting recipes and 15 perks have been added to the game, which more or less completes the content required for the updated demo.

My last game, Vigilantes had weapon tiers, and each new tier largely rendered the previous tier obsolete, or at least sub-optimal. This resulted in there being a handful of optimal weapon choices at any time. For Prometheus Wept, I'm aiming to make nearly all weapons viable for the entire game, and for weapons to have unique traits to differentiate them from one another.


The cleaver provides greater bleeding damage, and additional damage against animals.


Baseball bats do high damage, and additional damage when targetting an enemy's head.

A scattering of perks have been added to the game, and the perk UI has been updated. Where possible, I've made perks more deterministic, so for example, rather than a 20% chance of a free attack, every 6th attack costs no action points.




Systems: Shopkeepers & Crafting

If you played Vigilantes, you may remember that there's a single, off-map shopkeeper in the game. Prometheus Wept requires multiple on-map shopkeepers, so I've added code to support this, to start the trade interaction, along with saving, loading and managing shopkeeper inventories. In Vigilantes, there were separate buy and sell screens for the shop and merged the old buy/sell interface into a single screen.



I've also worked on crafting system, improving the display of information and adding the ability to upgrade weapons and armour, after they have been crafted. Some layout and visual adjustments aside, this wraps up one of the more complex systems in the game.

The main parts of work to be completed for an updated demo are balancing and testing, which I'll start working on next. I'll keep you posted on progress, and if you have any questions or feedback, let me know!

All the best,

Daithi
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rainy grey
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« Reply #13 on: November 24, 2022, 01:23:08 PM »

Hey, I love the concept of "haunted" technology and problems dealing with non-human intelligence. The narrative aspect of your game could use some more attention in order to make the setting come through. I would love to give it a go if you're interested!
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TimeSlip
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« Reply #14 on: November 26, 2022, 04:28:26 AM »

Hi Rainy Grey - thank you for the kind words! At the minute, I'm going to keep working on the story solo, but if that changes, I'll be sure to reach out!
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rainy grey
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« Reply #15 on: November 28, 2022, 08:21:49 AM »

Sure, thanks! I could just give you some more feedback at an appropriate time. Good luck!
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