Very unique Keep with it…
Although, I die a lot of times… I’m not really good with the ‘one-hit kill’ mechanic…
Haha thanks!
Chapter 6 is almost done! We have one more map to finish off before the chapter is finished but that’s a spoiler-filled map so we won’t be showing it off. The third and fourth parts of Chapter 6 bring back the massive open spaces we introduced back in Chapter 2 and Chapter 4:
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This area in the third part of Chapter 6 is particularly difficult. You’ll need to dodge your way around the walls or use your “ghost” ability to possess guards through walls. Copies with the “ghost” ability currently activated can now go through bigger walls and not just objects like chairs and tables. We’ve also updated the previous Chapters to reflect this change.
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The fourth part is again very open but also has cubicles that you can use for cover. This map was designed to give you a range of paths to take. You can go down the left, the right, and if you’re feeling particularly adventurous, straight down the middle.
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We’ve also added a few commonly requested features. You can now simply walk over a gun to pick it up (assuming it has ammo) if you currently don’t have a gun equipped. This applies to both the player and their possessed guards. We’ve also fixed the clipping issues where certain guns would clip over walls. We’ve done this by simplifying our overall level-creation process. The changes below allow us to make much better maps and it makes map creation a lot easier for modders:
- Previously, you needed to specify the layer that attributes would go on, the fringe layer, the animated layer, etc.
- This is no longer the case. By naming your attributes layer “Attributes”, the game will pick up on the fact that that is now your attributes layer.
- The new changes also mean you can have as many Fringe, Wall and Animated layers as you want.
Next week we should hopefully have a few updates on Chapter 7.
Last week I said I’d be showing off Chapter 7. I decided to save that for later and instead I’ll be showing off a bit of Chapter 8. “Warped” features the introduction of the new copy ability that I’ll be unveiling next week. It’s also marks the return to large open areas like in Chapter 2 (but this time even bigger).
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This chapter takes place in two locations. The inside of an arcade, where you suddenly wake up after the events of Chapter 7 and a supermarket, your place of retreat after being chased down by the police. Without spoiling too much, you ingest a large amount of a modified Rhyphorm, causing hallucinations and enhanced abilities like the new combo-based chain kill. This chapter will also feature a new mechanic: enemies will warp back and forth between their normal forms and a hallucinatory form. Our aim with this chapter is to create a light-hearted intermission before things really start kicking off.
This week I’ll be talking about the still very-much-WIP Chapter 8 along with the new ability that I teased last week. To start things off, here’s a picture of the latest version of the arcade:
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As you can see, the arcade now opens up into the alley. Police are waiting for you outside and have blocked off the way out of the alley. Here’s a few more shots of the rest of the area:
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Last week I all teased the new ability. The chain kill is based off your current combo. You’ll jump from guard to guard for each combo point you have. The jump does 5 damage so will take out most types of basic enemies. Here’s a gif of it in action:
http://sleepystudios.com/images/chain.gif
This ability unlocks with this chapter as a result of the poIr-enhancing drugs you receive in chapter 7. I’ll have more on the next section of this chapter next week.
Chapter 8 marks the return of the large open levels like Chapter 2 and Chapter 4. There’s not much to say so here’s a few screenshots of the final part of Chapter 8:
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We’ve also tweaked guard AI to give them more of a cone when firing. Previously they used a single straight line but now they use 3 lines (1 to the top of the player, 1 to the bottom and 1 to the middle) in order to check if you’re in their line of sight. We’ve also fixed various pathing issues that occurred when guards tried to walk to wall areas/blocked-seeable areas. Finally, we’ve started to implement the various Flashbacks you’ll see in the game. This first Flashback takes place after Chapter 1 and sets up the events of Chapter 3.
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There usually won’t be much combat in these Flashbacks, they will be more focused on storytelling.