![]() In earlier builds, I overlooked that the killer could 'find' the body, which resulted in them reporting the crime as soon as they'd killed them. Its initial implementation is basic and works about 75% of the time- because right now it's possible that a killer will kill someone living alone (sorry Mrs Rogers), and nobody will ever find the body. Right now nobody lies, so if you happen to question the killer, they're like "oh yeah I was there, I totally killed them".ģ) A simulated citizen to find the body and report it. They need to have some evasive ability (ie lie to cover up where they were should they be questioned). The citizen simulation aspect of the game is working to a decent standard (this has been a large chunk of development time).Ģ) An AI killer to commit a murder -preferably with some kind of motive. In Shadows of Doubt, if you see a person in the distance you can go dig up a mountain of information on them. There's that famous 3D open-world game notion if you see a mountain in the distance, you can go there in person. ![]() But the game needs to simulate it anyway because it's all about open-ended possibility. There's probably no reason to uncover her credit card accounts or rifle through her trash. 99% of the stuff it's recording will never be seen by the player because chances are they have absolutely no reason to question Mrs Rogers, 83, living at Sycamore Terrace with her cat Percy. This is actually a huge amount of data for the game to process, as it needs to record everything. The big one to tackle first being citizen memories/eyewitness accounts - who's seen who, when, and where. The game needs ways of 'recording' what happens, so the player can uncover evidence at a later date. In order for the game to function as intended I need:ġ) A whole city of citizens to play out their simulated lives. Shadows of Doubt has been much harder to develop because the entire premise of the gameplay hinges heavily on the integration of procedural systems. With Concrete Jungle I had a pretty good prototype ready in a matter of months (admittedly after a long time trying different ideas), and something representing the final game quite accurately by the time I did the Kickstarter. At this stage, you can be reasonably comfortable in what you have and proceed to add art, sound etc. With most games you can develop mechanics and test them in a reasonable amount of time, from there you can start to hone and adjust until you have something playable. ![]() Truth is the development of this game so far has been tough. Hi all! In this 2nd development blog installment, I'm going to talk about the project's development during the past year or so the problems, how I've overcome some and am still battling others. ![]() Level up your skills and become a master of stealth.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |