Thursday, May 24, 2018

Saturday, May 12, 2018

Version Update: v.0.0.2

Heya folks! We've wrapped up another chunk of implementations, and actually swung into the next piece with such gusto I almost forgot to put this up to commemorate finishing v.0.0.2!

This one focused on making the non-player entities a little more visually diverse, with a both a variety of body types and nice simple color cue for determining friend or foe; Blue is peaceful, Red is warlike. Full list of changes below!



Tuesday, April 24, 2018

Version Update: v.0.0.1

Ahh! First version update! My major focus the past few weeks has been non-player character AI. I had initially built out a 'Enemy' character, and then cloned that into a 'Crowdfolk' character, and then tweaked it to be harmless. Once I started making changes, however, I realized how much they still have in common, and for the AI to really shine and present the player with dynamic, interesting choices, I needed to tackle them holistically.

So I spent some time re-combining the enemy and crowdfolk into a single 'Demon' entity, who can be made either aggressive or peaceful, and laid the foundation to bring more personality and nuance into both types of characters.

Saturday, April 21, 2018

Prototype Photo Tour, v.0.0.1

Hiya! I'm back with a quick photo tour of the v.0.0.1 prototype! This will serve as a quick walk through the core assassination gameplay, and I'll point out the major mechanic interfaces.


The prototype 'safe-house' area. This is a stand-in for what will be your base of operations, and currently is rocking that ultra-utilitarian look.

Saturday, March 31, 2018

Project Overview: Cerberus v.0.0.0

Greetings!

This post will serve as an overview of: the basic game concept and setting, a rough idea of what exists already, and the next few things to be implemented might be. Note that because this game is feel-driven, much of the superficial things are likely to be changed.