What’s up, people? I didn’t post for a while about what’s going on, so let’s get straight to the point:
- I lost my job again and that pushed me back in terms of development time again. Rule63MePlz suffered from a natural disaster, so we both were slowed down by these factors a lot;
- Grimhelm created Patreon campaign for his new game and I encourage anyone who likes his demo to donate there. Let’s be honest, it’s worth it. If I find a job then probably I will donate there, too, but first things first;
- ULMF forum which brought lots of people to this blog accidentally updated its forum engine and all previous links to ULMF don’t work now. I updated the link to BlackStar thread in website header, but if you have any links to any other game on ULMF – I guess it’s time to find its thread and update the link because old link will not work.
You probably noticed that blog cover was updated and it contains the name of our current project, so let me tell more about it:
Guilty Force is hybrid 2D/3D stealth-action platformer, set in semi-cyberpunk/semi-sci-fi universe. The year is 22XX, the humanity advanced outside the Earth already, but technology is still not so well-developed, so the colonies are only inside solar system. Some of them are run by corporations or partly run by corporations. Social inequality exists almost on any of these colonies, the reasons of it varies from one corporation and station to another corporation and station. The development of body implants was at its peak, but the best type of implant that was called ASD Implant (Agility, Strength, Durability) and it fit only to female bodies, unfortunately, because only female brain used it at full capability.
The player is a member of special female squad (the player has female companions with different proportions/skin color/sizes, we made some concept art of them, we may include them to the first public demo, but I am not sure about delivering deadlines) that is equipped with ASD implants, which provide different skills and perks to each member.
I don’t want to hide that the project was heavily influenced by such games as Deus Ex: Human Revolution, Deus Ex: Mankind Divided, recent Metal Gear Solid V and The Expanse TV series, but I also try to bring something new into it. I like fresh Blade Runner 2049 movie in terms of transmitting cyberpunk atmosphere, but it has the same problem for us as Ghost in the Shell – we have to make a hybrid time period between interstellar travel and “nearest future” period, so that’s it. Otherwise, lots of projects copy GITS or Blade Runner directly, so for us being an original will be good thing, too 🙂
There is inventory and upgrades system, though I still wonder should I introduce levels and stats or not, I don’t want to over-complicate it for the player and it will be a problem to balance that stuff, too, so it will be simple as it is in new Deus Ex games.
Its current work-in-progress state with temporary icon placeholders/designs/descriptions, which will be probably replaced/redrawn later, look like this:
Rule63MePlz and I work a lot in order to build the first level for public demo, implement some core mechanics like stealth/other stuff and character animations. The demo will be published then and we’ll analyze feedback again and correct some stuff for further development.
So that’s how it’s going 🙂