Fallout inspired isometric retro indie RPG "SpaceWreck"

Discussion in 'General Gaming and Hardware Forum' started by Kamaz, Jan 26, 2020.

  1. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003



    If you want to get rid of a character or need an item it is holding, murder is not the only option. For example, while he's not looking, you can spike his drink with sleeping pills
     
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  2. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003
    I am working on quests, so there's not much to show of that. However, here's small visual update to one of the maps:

    Asteroid ore hauling rockship showing heavy damage to the bow. Tiny speckle in the middle there is you.
     
  3. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003
    While I'm working on quests without much of a visual output, the artist is updating older assets, like this shuttle:

    Previously

    New shuttle
     
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  4. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003


    In two and a half minutes I try to broadly explain what this post-apocalyptic space role-playing game "Space Wreck" is all about. There are also plenty of fresh visuals in the video.
     
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  5. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003
    A very short clip from the intro sequence we've been working on. Shows you arriving to the starting location - wreck of the rock ship KURBADS.

    (If you watch with sound on, you'll get a sense of atmosphere I am going for)
     
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  6. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003

    Another short animation clip from the intro movie: main protagonist (player) arrives to the wreck of the rock ship KURBADS in a small shuttle.
     
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  7. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003

    The tiniest thing, really - you can ask NPCs to move aside. However, whether they will comply - that depends on your SPEECH skill roll.
     
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  8. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003

    Sneak peek into the new ...uh....sneak peek system. Principle is simple: the better your sneak skill, the smaller NPC detection area. If you step into their FOV, roll for each tile.

    TL;DR

    Actually, it's the difference between your sneak skill and NPC's PERCEPTION attribute that determines the extent of the FOV field. However, when you step into the FOV, your sneak is rolled against NPC's FOCUS. Then there's also the concept of alertness - NPCs can have level of alertness and what it means is that sneak roll has to fail multiple times before NPC spots you. The less alert they are, the more forgiving they are (hence FOCUS). Also, if you are sneaking past some non-hostile humanoids, your CHARM plays a role as well - it decreases or increases NPCs alertness depending on how charming you are. If you are likable person (high CHARM), they will be more lenient, however if you are repulsive bastard (low CHARM), they'll be looking over your shoulder all the time.
     
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  9. Hulk'O'Saurus

    Hulk'O'Saurus Still Mildly Glowing

    264
    Jul 10, 2018
    I like it.

    Do you have like a demo of the game?
     
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  10. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003
    No, not yet.
     
  11. Hulk'O'Saurus

    Hulk'O'Saurus Still Mildly Glowing

    264
    Jul 10, 2018
    Could you say that this could be played as a full-fledged game. I am a big fan of indie RPGs, practically my only real favourite genre of video games, really.
     
  12. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003

    Major changes to the combat flow - now there are no "basic" attacks anymore - you always have to make a decision as there are multiple options with nuances. Kind of like JRPG a bit.

    TL;DR

    In the GIF you can see two ranged options: STEADY SHOT and QUICK SHOT. This whole combat rework stems from the combat problem in Fallout - at some point I realized that the best strategy is to run to your enemy close and then shoot her/him/it in the eyes. Max out precision and damage. While it does not take away from the enjoyment of Fallout, I decided to try to mitigate this problem in my version. That's where the STEADY SHOT and QUICK SHOT flow comes in.

    STEADY SHOT is actually your base shot, without any modifiers. (At least, at the moment.) It is quite deadly if successful (a lot of damage and char HP is usually low). But the caveat is - you can use it only if you are standing still, actually, if it is your first action in the turn. As soon as you spend some AP, you cannot have STEADY SHOT that turn. You can shoot and then move, sure, but shot must come first. The logic being that you must be steady when discharging a weapon, not moving or reloading or smth.

    QUICK SHOT however is available at any time, yet it is less efficient (half the precision or damage - I am working it out atm). But then, again, it costs only half the AP of a STEADY SHOT, so you could squeeze twice as many in one turn.

    So, if you see an enemy, you now have the option to either shoot it from the distance or run closer to it and then attack with better hit chance. However, if you do so, your damage/precision would be significantly limited and, if you fail to land the killing shot, you will find yourself in compromised position close to the enemy who now can just take a full power/precision STEADY SHOT at you (which could kill you instantly). And then retreat with spare APs. On the other hand, if you keep your distance and try STEADY SHOT, you engage with an enemy in a firefight which - to me at least - seems a bit more realistic and interesting. That's also where your skill prowess comes in handy - if you have higher RANGED skill or/and PERCEPTION, you'll have an edge. Then, again, if you have a lot of AP and EVASION, you might still try rushing an enemy, because you could do a lot of QUICK SHOT's per turn and just overwhelm your opponent with bullets.

    That's my reasoning. And that's actually the whole point I changed the system to JRPG-like combat menu. Those now offer more possibilities, not only for shots but MELEE skill as well. But more about those some other time.
     
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  13. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003

    Evasion is not exactly automatic - if you end turn with action points to spare, every 2 of them grant you a roll. Or you can use COUNTER move proactively, to be ready for an attack and retaliate on success.
     
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  14. mobucks

    mobucks i get such a kick out of myself Orderite

    May 22, 2010
    Looks neat just cam across this.
     
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  15. Kamaz

    Kamaz First time out of the vault

    80
    Oct 25, 2003
    :nuclear: thanks! I am glad you did.