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Will To Survive
June 23 - Liquidoodle
Hi all! I just wanted to do a quick check in and update you on progress seeing as it's been well over a month since the last time I did this. Everything has been progressing at a steady pace all be it a little slower than normal due to working on several freelance projects.
A portion of what I have been up to is a few improvements that were much needed in the game. Spine files are now loaded in a different way meaning that the game's loading times have been drastically reduced, the loading previously was taking far too long and was getting in the way of healthy development. I've also adapted the way in which Spine files are drawn amongst the rest of the world tiles which makes the system much more robust and easier to adapt in the future.
Revised Path Finding
I've had an overhaul of the path finding system since creating a path finding algorithm for the movement grids. This has now fixed a whole bunch of issues that existed with the previous system where by the characters sometimes didn't stop and would also cut corners. The only thing left to do now is have them walk as close to an obstructed position as possible rather than flat out refuse to as they currently do.
The main area I have been working on since the last update is the combat mechanics of the game and getting the basics down and working.
Enemies now have a turn themselves and can walk to a random area within a certain range, this will later be altered to a proper A.I. system but for now I simply just wanted to give an illusion of them doing something.
I've also implemented the shooting action for the player now along with a new version of the combat grid for aiming so that the player can shoot at nearby enemies and a health bar system for you to see both yours and the enemies health. Once hit the enemies health goes down until they eventually die then once all the enemies are dead the combat will end.
There are a lot of different things to tackle next so today I'm having a planning day to see where I should be headed. I'll also try and get a video diary up soon of the progress.
That's all for now.
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.
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.
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.
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!
March 28 - Liquidoodle
Hi everyone, as promised here is the new development diary showing the new game in action so far. You'll hopefully see how closely linked they are so as we develop the new project the work done will also go into making Will to Survive. Once the new project is finished we'll be able to turn our attention back to Will to Survive and we will have a really solid foundation on which to build.
Doing this also enables us to focus on only a couple of the main mechanics, combat and exploration. It means we can really devote time to polishing them and making them super fun and we'll be able to get super important user feedback on those systems meaning when we get back to Will to Survive we can be safe in the knowledge that these systems work really well and give us time to concentrate on the other mechanics such as defences, simulation of attacks and cross platform save syncing.
Hope you enjoy!
March 25 - Liquidoodle
Hello everyone, it's been a rather busy couple of weeks since the last update. This update is a rather important update and brings with it a spot of super fun exciting good news and a small bit of not so great news.
I'll go into everything in far more detail below but the quick and painless version is as such... we are currently postponing development on Will to Survive in order to craft a smaller project based along similar lines, the codename for which is Project Tunguska.
Full details below...
Will to Survive Development Postponed Temporarily
As mentioned above we have decided to postpone development temporarily, it's really important to note that this is temporary and I can't stress this enough. The game is certainly not cancelled but we won't be releasing it any time this year unfortunately. I know some of you will be upset by this and you have my sincere apologies, it wasn't a a quick and easy decision to make.
Will to Survive has always been a rather ambitious project so the reason why is fairly simple... size and funding. We realised early on after the failed Kickstarter attempt that without any form of funding finishing the project off was going to be quite difficult. Our initial goal was to carry on developing and eventually make a new Kickstarter attempt later on once knowledge of the game had increased. However as the project grew and adapted to certain changes we realised as time went on that even launching a Kickstarter for a small amount to fund an early-access build would probably still not give us enough funds to develop the game properly, we would need more cash in order to secure a bigger team.
For a while now I had been trying to think of a smaller game that we could tackle to release quickly and help fund development but not detract too much from the main project. Up until recently most ideas were too different to Will to Survive, then one day my house mate suggested something that sounded fantastic and we set about working out how we could develop it but still make everything so that it can go towards helping the Will to Survive project as well.
Our main goal in all of this is to develop the new project in such a way that a lot of it will go into further development of Will to Survive, so in essence although development is postponed the project will continue to develop by proxy.
I hope you understand our reasons for doing this and aren't too disappointed. Our thinking is that delaying releasing a game is better than never releasing it at all.
So, what is the new project?
Project Tunguska as it's currently code named until we finalise it's real name is a project based along the same lines as Will to Survive. It's a randomly generated adventure survival game with roguelike elements. Think the Binding of Isaac meets Uncharted.
I won't divulge too much information just yet but I can say that it will feature the same exploration, interaction and combat mechanics used in Will to Survive as well as some of the survival elements. The great thing about these shared mechanics is that by focusing on a few core mechanics exclusively we will end up with highly polished versions that can later be used in Will to Survive so developing this new project will greatly help improve that in the long run.
We are looking into the prospect of launching a Kickstarter for this game in May/June and releasing an early-access build no later than November.
Here is a sneak peak of what it currently looks like:
On Friday all being well I'll be putting up a new development diary video showing the progress we have made on the engine as well as what we have done on the new project. We'll be releasing more information about the new project in the coming weeks along with a new IndieDB page for it and possibly a Greenlight page once we have a solid build to show.
Thanks for reading and hopefully you understand why we are shifting our focus and are excited by the new project. Feel free to ask any questions and I'll do my best to answer them.
March 8 - Liquidoodle
Howdy all, it's been a good few weeks since I last updated so I figured you were all due some progress info, how time flies eh!
Progress is marching on at a nice and steady pace, we could probably do another dev video with what we have done but we're thinking of waiting until we have the enemy AI stuff working before we do that.
Interfaces are now fully ported, improved and are hooked up to drive the game through events.
I've recreated the portal code which allows you to move between maps based on the other improvements done already and also added Spine artwork which makes portal creation more straight forward. The portals now also use Spine based hit box detection to make them more accurate to interact with. They also now use the same interact prompt as objects so when this gets more advanced you'll be able to choose actions such as picking the lock or kicking a door down.
I've made a bunch of new animations for Will which are going to be used in combat. Animations such as crouching, aiming and firing along with variations for when Will is unarmed and armed with a pistol, other guns will come later. I've learnt a lot through working with Spine and figured out quite a few areas where I can speed up the work-flow meaning I'm now working like a well oiled machine with the entire process so I should be able to build a lot more art in a smaller space of time. Here, have a sneak peak...
Something else that I've tackled has been a brand spanking new first pass interface for the combat screen, it doesn't have any hooks to the game code yet but it's ready for when we start on the combat mechanic itself and uses the same event driven UI as the rest of the game meaning it's extremely simple to have it talk to the main game screen. Here's a sneak peak at it running in game, note though that it's all using place holder art for now, certainly don't take this as any inkling of what it will look like in the end...
And finally Dan has been busy working on the enemy AI, he has them patrolling about and is currently working on player detection and vision cones. They sometimes have a tendency to not stop walking however, so when the code is a bit more stable and they are behaving themselves we'll look at getting a dev diary up to show you it in action.
Hopefully soon we can start looking at some combat!
That's all for now folks!