This week we’ve updated the basement level with AI and objectives, added a new quadcopter model and started developing exterior building tiles.
Quadcopter Model Updated
We’ve added one of the concepts Sam made into the game, and already things look significantly better! We are still nailing down how the final quadcopter will look, so expect to see more concepts soon.
You can see a 3D view of the model here.
I’ve started creating basic tiles for exterior structures. These will become more detailed and specific over time but it already allows for rapid prototyping of building shaped and styles. The gif below is from the whitebox for the first level of Daedalus, which sees players infiltrate the facility above ground before heading deeper into the complex. The basement we have fleshed out will be located beneath one of these buildings.
Guard Dog Hacking Terminals
Tim has added terminals through which it is possible to possess a Guard Dog and cause choas:
This is already a fun change of pace from the tension of sneaking around. The player will not be invulnerable when using a Guard Dog as their quadcopter can still be located and destroyed, and enemies will be on much higher alert, making them harder to sneak past. However, hacking a Guard Dog can be a way to cause a distraction or attack enemies head on.
Basement Level – AI and Objectives
We’ve updated the basement with AI enemies and a win condition. The gif below shows how a worker has spotted the quadcopter and runs to grab a Guard Dog, while the player escapes up an elevator shaft.
We will be updating the IndieDB page with more info regarding Daedalus, so be sure to check it out as we start to upload content and demos!
More next week!
That’s all for Daedalus this week! We’ve also been working on a side project, so expect some news on that this weekend. Thanks for checking out the game, more to follow next week!
It’s been an exciting week for us as we have two new team members on the project; Christopher Jack (programmer) and Samuel Smith (artist). With them we can now begin to up the ante on new content and visuals. As well as this we’ve rebuilt the quadcopter handling model and improved the basement level shown last week.
Tim has rebuilt the quadcopter to behave in a much more realistic manner, with more detailed and accurate physics forces being applied to it.
The quadcopter now auto levels properly, making collisions easier to recover from. This is now representative of how the quadcopter will feel in the finished game, with balancing, polish and optimization remaining.
With our new team members we can focus more attention on areas that need polish and content. For instance, Sam has been fleshing out concepts for the quadcopter, as shown below:
As shown last week, I’ve been working on a small area that we will use to refine the art style and experiment with gameplay mechanics.
The player’s objective in this area is to infiltrate a sealed lab. All entrances are locked, but if the player explores the ventilation shafts they can find openings from which they can remotely hack the door controls, allowing access into the room. There are multiple ways into the lab, each with their own pro’s and cons, so exploration is key.
Also, in case you missed it last week, Update Events will be hosting DrinkUp! at The Printworks in Manchester on the 9th October, so visit the Eventbrite page here to grab a ticket, meet game devs and see cool indie games!
That’s it for this week’s update! Thanks for checking out the game, more to follow next week!
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.
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.
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.
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!
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!