Day 4: Where there's smoke...


How was Day 4?

Day 4 was intense! I spent some time during the day fixing a small bug I discovered in DOME, as well as investigated the impact of different line-of-sight algorithms on guard behaviour, as well as other adjustments. I finished the day with a 4-hour development stream (!) while I worked on the UI for selecting a long-range equipment target, as well as some infrastructure for the window to display your inventory.

I'd have liked to get more done, but by the end of those 4 hours, my brain was definitely on its last legs for the day. It's hard to be kind to yourself while working on a big project in a compressed timeframe.


Here you can see the selection process: You can see where the "center" of the target space can go, as well as the area of effect it'll have once you confirm. Then the smoke grenade effect begins: It blocks line of sight in an area for a time. You can walk through it and not be seen, but you also can't see anyone else, and vice-versa. The guards don't react to it very well right now, but we can fix that in the future.

I added the initial pieces for giving the player an inventory, although I haven't quite connected its use to the effect yet. I had to fix a couple of things around how multiple views overlap, but it should be much easier to create and add buttons and panes, moving forward.

I'm really liking the visual look of the game so far, it's a nice balance of terminal UI and windowed GUI, which feels right for the setting of the game: something between cyberpunk and modempunk, grounded in reality.

Next

I need to finish making the inventory functional: it's read-only right now. This also includes making items respect their "quantity" of stock.

After this, I'm going to move to working on procedural generation, I think, because at that point, we can call the game a roguelike :) I also predict that it'll take the longest amount of time. Part of that will also include designing some of the level decorations and challenges: a lock-key system, terminals to hack for various things, etc.

I've still got a task in mind to tweak the guard AI and sensory awareness, but it's lower priority because the current model is working well enough.

Make sure to catch me on stream if any of this interests you!

Files

Windows x64 1 MB
Version 0.0.4 Mar 09, 2022
Windows x32 1 MB
Version 0.0.4 Mar 09, 2022
Mac OS x86_64 684 kB
Version 0.0.4 Mar 09, 2022
Mac OS ARM x64 1 MB
Version 0.0.4 Mar 09, 2022
Linux x64 4 MB
Version 0.0.4 Mar 09, 2022

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