Times, trials, and turbulence.
Working Title: “Gloom”
Despite it’s downcast name, “Gloom” is actually pretty motivational stuff. 😉
I had promised to talk about me and Dean’s latest project, “Gloom”. The title is totally temporary, but it’ll do the job for the time being. “Project X” just doesn’t have the same ring to it anymore.
“Gloom” follows the cyberpunk genre, fitting in as an overhead action/RPG game inspired by titles such as the famous Deus Ex, Ravuya’s sinister Glow, and the sort of grim world that Skirmish Online might have taken place in. Occurring in a dark futuristic world, corporations, gangs and other consolidated organizations rule atop the governments. The storyline is very much still in development, but the image I hope to impart is one of the world overgrowing its former democratic shrub into a full-blown jungle of danger, cybernetic implants, and high-tech gadgetry.The key aims of “Gloom” are along the lines of the items outlined in my previous entry. Strong RPG and storyline elements are to be present, but alongside violence and finger-twitching mayhem. Much like Deus Ex, to those familiar, there will be multiple ways to tackle the problems that the game presents to the player; most with unique outcomes and consequences based on their choice. Although there will often be overlap, the three means to solve a given problem are generally:
- Harnessing ‘manipulation’ is the means of trickery, deception, and outright bribery. This includes pretending to be who you are not, tricking people into helping you achieve your own goals (or hinder your enemies’), and using credits as a persuasive tool. Even smooth talking the secretary to get past the security clearance zones.
- Brute Force
- Sometimes violence is the easiest answer. Smashing down doors to get where you need to, bashing in heads, detonating explosives, and generally being a big mean fellow.
- Why face an obstacle when you can avoid it? Sneaking past guards, hacking into security systems, slitting throats, and setting silent traps. Your foes only know you as a shadow.
I’m unsure whether these would be best implemented as player stats, or simply recording one’s methods for data display purposes. It’s too early in the design to say for sure, but these three styles of play will be at the forefront.
Screenshots & Progress
You’re really here for screenshots, so I won’t dally any longer. Clicking on images will blow them up (not literally), and the captions should do most of the talking:
Sorry about the hideous placeholder textures. They’ll change, I promise. 🙂
On the ToDo List next, I’m working on the physics model for the game’s objects, which will function similarly to the Object Model that I described for Skirmish Online several entries ago. I’ve opted for a simplified version that will be much quicker to implement, so that I can move on to the bread and butter of the game and get things rolling as fast as possible.
Hopefully this gives you all a decent idea of where “Gloom” is headed. Comments, questions, and ideas for improvement are all welcome, as usual. 🙂