Daedalus – SitRep #7

A shorter update this week as we’ve spent most of it focussing on adding the computer hacking minigame. We’ve also recently started whiteboxing of the first level of the campaign mode.

Cracking Mode

The quadcopter the player controls in Daedalus is fragile, vulnerable and has no offensive capabilities. In order to complete certain tasks it is necessary for the player to hack into computers and terminals and use these to their advantage. However, being a secure facility, most of the computers are protected from hacking attempts. In order to successfully hack a computer, the player must succeed in a minigame we’ve dubbed “Cracking Mode”.


The inspiration for this mode comes from the action points style systems found in turn based strategy games. The player must create a path (from the left edge of the screen to right) that avoids alarms and reach a goal. A goal can be anything that is linked to the computer, such as a camera or turret. The  player places a node which fill a cell in a column, allowing them to move into the next column on the right. Each computer has a finite number of nodes the player can place before an alarm is set off, with nodes such as the “boost” giving the player a free move.

The player has five nodes they can place (we may expand this over time to more):

  • Step – Simply takes a step to the next cell on the right. Only works if the cell to the right is empty, a boost or a goal. Is the cheapest to use, subtracting one move from the available move limit.
  • Break – Must be used when the next cell to the right is a “Block” cell. This breaks through these cells, but is slightly more expensive to use. At the moment this costs -3 moves.
  • Suppress – Must be used when the next cell is an alert cell. If any other node is used on an alert cell the base alarm is raised, so it is very important to use the Suppress node properly. This is also the most expensive node to use, so avoiding alert cells is the best way to go.
  • Branch – Splits the path into two (or more if branching from a branch). This costs -2 to use and is a double edged sword, as the player will need to manage two or more paths at once. The advantage is that it is possible to unlock multiple goals at the same time, but the danger is that if one path hits an alert then the alarm will be raised.
  • Merge – Merges multiple paths, so if there are two, they become one. This is useful in those situations where multiple paths will hit an alert, so it is necessary to merge them into one to avoid setting the alarm off.

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New Environment – Basement

We’ve just started working on the first level in the campaign mode, specifically the basement of one of the buildings the player will enter in the first mission. This area will be fleshed out over the next few weeks so I’ll keep adding screenshots to show the environment art progress.

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It’s only a small area so we aim to get it looking very polished over the next few weeks.

Drink Up at The Printworks!

Link to DrinkUp! tickets at Eventbrite

Our Managing Director also runs Update Events, and has just announced DrinkUp, a social mixer for game developers and business service providers. Taking place on October 9th at The Printworks in Manchester, game developers from across the UK will enjoy access to an exclusive area within Shooters Sports Bar. This includes private bar, free pool tables and a range of TVs and projectors that will be used to showcase games.

You can find all the details on the Eventbrite page here.

We’ll be giving attendees the chance to play Daedalus throughout the night, so if you’re in the area, grab a ticket, meet game devs and play Daedalus!

Thanks for reading! More to come next week!

Published by

Jack Bognar

Designer at Prospect Games

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