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Will To Survive
Beginnings Of Combat
April 25 - Liquidoodle

Hi Folks! I said I would keep you abreast with updates on the new title seeing as it directly effects Will so here I am with an update on what's happening. First up project tunguska has a new name... The Last Drop. You can follow it on IndieDB here. Since the last update freelance work has kept me nice and busy so progress on the new project hasn't been as much as I would have liked but it's certainly starting to shape up.

Here's the latest development diary for the project and following it is a text break down of what I've been up to.

http://youtu.be/ur_a77fpGNQ

Enemies

I've now altered the enemies to be loaded from the map XML and only be visible and active when you are in the same room as them. At the moment there is only one enemy type but in the future enemies will be randomly picked based on how far through you are and what type of room it is. The enemies now detect based on distance all-though I have ramped this distance up really high so combat triggers as soon as you walk into a room with enemies contained.

Combat

The main portion of the game I've been tackling since the last update is the combat which has been pretty exciting to finally work on. When you walk into a room containing enemies this instantly triggers, I'm not sure if this will be a permanent fixture just yet but my thinking is that it would make quite a good stealth mode.

When the combat triggers it plays a small intro where it pans the camera to each enemy who reacts with an animation then finally back to the player where it fades the world to darkness and shows the combat grid and combat UI.

So far the only actions implemented are moving and over-watch. You can select the action you want from the UI then select the square you want to move to on the grid and hit go to perform it.

The nice thing about the movement gird is that it path finds each cell when obstacles are present so that it knows how many steps it takes to move around that object and any cells not accessible in the movement range will be disabled. This is similar to the grid you can turn on in the PC version of X-Com. In the video I uploaded this doesn't take into account corners but since recording the diary I've actually fixed that.

It's not a full combat system yet but the plan is to get through it piece by piece and adapt it based on how it feels to play.

What's Next

Next up is allowing the enemies to make a turn and move in a similar fashion. This will then be followed by implementing the shooting mechanics which should be pretty fun to work on

Until next time!

Alex