This weekend I worked on restoring Killer 2017 to what it was previously - before I lost my correct commit and had to rollback and mess everything up - it took about 4 hours, but now everything is back. I restarted working on the game today, what I added was the unlocking of padded doors by Coyote Smith, some bugs during combos that I fixed and now I started working on the Candle puzzle in room 212

  • Time spent on the project so far: 146 hours
  • Currently working on: Candles puzzle
Posted
AuthorJérémie Tessier

I'm at an impasse of sorts right now. I worked on Boardungeon for the last two weeks and that was in unity 5.6 - in order to import the assets I wanted to use - and then I decided to upgrade Killer 2017 because why not. I hadn't commited my changes for a while, and upgrading was a crucial mistake; There is a bug in 5.6 that makes coroutines stop when you instantiate UI elements at runtime, which broke my battle system. I reverted to 5.4 and now all my progress is gone; About five to ten hours of work that I would have to re-do and I had a very very busy week so I couldn't hunker down and work on it. The thing that 'worked' with Killer 2017 was that it was a simple game where I made progress constantly. Now if I have to rework stuff - my scripts are all messed up because only half of my work was properly commited, it seems - my motivation will be way low.

I'm not sure yet what I'll do, but I'll keep this website updated with my decision!

  • Time spent on the project so far: 144 hours
  • Currently working on: Hiatus
Posted
AuthorJérémie Tessier

Yesterday and today I worked on adding more content to the game. That's all that's left anyways! My design doc is getting cleared slowly. and I think I'll be able to add all the content I wanted. I still have about 5 room designs to add, another class - the priest - a few items and three more hazards.

Then, testing the whole thing, adding win/lose scenes and adding a few sound effects and music. Aaaalmost done.

  • Time spent on the project so far: 24 hours
  • Currently working on: Adding content
  • Screenshots: Dart throwing traps, spike trap room, thief unlocked
Posted
AuthorJérémie Tessier

Yesterday and today I added more items, mechanics and rooms to the game. It's probably all that I have to do before it's completed, but that's still a lot of work. I still think I'll be able to make everything work and add everything by sunday evening, but it'll probably take my whole weekend! Oh well! Making games!

To rescue the wizard, you need to unlock pillars shooting beams of light at their cage, how do you unlock these pillars, you ask? It's a secret!

  • Time spent on the project so far: 22 hours
  • Currently working on: Adding content
  • Screenshots: Wizard prison and wizard select screen
Posted
AuthorJérémie Tessier

Yesterday I worked a bit on procedural music generation. I didn't have much time to work on the game because of personal issues, and it's bumming me out a little. But this morning I had time to implement the "Bar" room and start adding floor spike tiles! Bars contain beer items that restore a little bit of your health and magic at the cost of making you drunk. Being drunk gives you a chance to randomly move on the wrong tile when you move.

  • Time spent on the project so far: 19 hours
  • Currently working on: Adding content
  • Screenshots: Bar Room
Posted
AuthorJérémie Tessier

Yesterday I worked a bit more on my title screen, added the unlocks page, the how to play page and all the necessary stuff to start a new run. Today I worked on systems to add new content and create a new item; the magic hammer. It squashes walls around you, allowing you to walk on them. I also added lists of everything I need to create, which I think I'll be able to implement all of it. I also need to think about music and sound effects!

  • Time spent on the project so far: 18 hours
  • Currently working on: Adding content
  • Screenshots: Magic hammer!
Posted
AuthorJérémie Tessier

This weekend I poured a ton of hours into Boardungeon, creating everything from dungeon generation to starting work on the UI. I also added keyboard controls because playing it with the mouse was a bit of a chore and not too fun. There's a lot of content integrated so far, like magic abilities, gold, potions and stuff like that. There is still six days left to the jam, but I'll probably have to cut my vision short. Either there won't be good music and sound effects, or maybe I won't be able to get all the content in. I'm still already happy with the state of the project tho, so it's not too bad!

  • Time spent on the project so far: 16 hours
  • Currently working on: Progression mechanics
  • Screenshots: Dungeon generation, title screen
Posted
AuthorJérémie Tessier

Today I started working on Boardungeon, my entry for Procjam 2017. Procjam is a game jam about procedural generation. I'm making a rogue-like with board game elements where you roll dice to move around generated dungeons to try and escape before dying from fatigue, traps and other hazards. You won't have many options at first, but as you collect coins, you will have new tiles and room types to play with. This is the theory, at least. All randomness will be handled with dice rolls and I'm not sure what kind of algorithms I'll use yet to generate the board dungeons, but that's all I could work out in about two hours!

  • Time spent on the project so far: 2 hours
  • Currently working on: The base of the game
  • Screenshot: Humble project starts
Posted
AuthorJérémie Tessier

Today I implemented the combo system and the fire ring mechanics. Combos weren't that complicated to implement. Of course, it's not 100% done yet, I'll still need to balance everything out at some point, but right now they work, so I can continue with the rest of Angel!

  • Time spent on the project so far: 142 hours
  • Currently working on: More rooms in Angel
  • Screenshot: An example of how combos work
Posted
AuthorJérémie Tessier

Today I worked on the fire ring and designed its three abilities. I also implemented one of them. Next up will be combo implementation. Then I can continue with more rooms of Angel. I think that I'll be able to release Target 0 : Angel in 2017!

  • Time spent on the project so far: 141 hours
  • Currently working on: Fire ring and combos implementation
Posted
AuthorJérémie Tessier

This weekend I worked a bit on Susie Summers's ring cutscene and the ring acquiring itself. Now that the player has two rings, K-Combos become available. I'm not 100% sure on their mechanics yet, but so far the idea is that when you combo, you switch to other characters and attack with them while giving them bonuses. You might not be able to control which enemy you attack, and I'm not sure if all characters in the combo will attack at once, but these are things I'll try.

I also want to make enemies stronger as you go to later levels. Heaven Smiles from Target 0 would be weaker than Smiles from Target 1 and so forth. I feel that there are not enough enemy types in Killer 7 to justify the power curve of a traditional RPG, and that's my answer to that.

  • Time spent on the project so far: 140 hours
  • Currently working on: Fire ring and combos implementation
Posted
AuthorJérémie Tessier

Today I worked on extracting some more audio I needed and I also worked on the Dryer object where you turn it off, revealing Susie Summer with the fire ring in her mouth. I'll keep working on that next time!

  • Time spent on the project so far: 138 hours
  • Currently working on: Susie Summer's Fire Ring Cutscene
Posted
AuthorJérémie Tessier

Today I worked on the map system a little, not enough for my tastes. I'd say it's 90% like I want it, but the last 10% is going to take some more time. Oh well.

  • Time spent on the project so far: 136 hours
  • Currently working on: Map System
Posted
AuthorJérémie Tessier

I'm having some issues with my map system now that I've added the stairs from floor 3 to 2, you can scroll the map too much in directions where there's nothing of interest. I'll work on fixing that tomorrow; either by making my map algorithm more intelligent - which seems like the best bet - or just changing the coordinates of each room so the actual middle of the floor is in the middle of the map. We'll see!

I also added the second Harman Room that allows saving; I had totally forgotten how far apart these are!

  • Time spent on the project so far: 135 hours
  • Currently working on: The 'Celtic' building
Posted
AuthorJérémie Tessier

Today and this weekend I worked on the Celtic Building's third floor. The bathroom, library room and other places in-between. I'm wondering if I should add map icons for hidden pathways - I have some for one-way doors - but otherwise, things are progressing smoothly. I'll keep plinking away at 'Angel'!

  • Time spent on the project so far: 134 hours
  • Currently working on: Third floor of the 'Celtic' building
Posted
AuthorJérémie Tessier

Today I worked a bit more on pigeon messages and added more rooms to the third floor of the Celtic building! I'll probably put some hours into the game tomorrow.

  • Time spent on the project so far: 131 hours
  • Currently working on: Third floor of the 'Celtic' building, pigeon messages
  • Screenshot: Pigeon wall of text
Posted
AuthorJérémie Tessier

Today I added a few more rooms to the building and started working on the carrier pigeon system which lets you read notes from the mysterious Speedster. I totally forgot that Johnny Gagnon had that nickname! Tomorrow I'll (hopefully) finish this carrier pigeon sub-system.

  • Time spent on the project so far: 130 hours
  • Currently working on: Third floor of the 'Celtic' building, pigeon messages
Posted
AuthorJérémie Tessier

Still working on first tier passives, implementing them to be more precise. I know that I want 15 different passives per character, but I don't know in total how many there will be. I think that it's pretty clear by now that Killer2017 won't be completed in 2017, but I really, really wish I'll be able to release the first chapter -Angel- this year!

  • Time spent on the project so far: 128 hours
  • Currently working on: First tier passives
Posted
AuthorJérémie Tessier

Today I did more game design than programming - although I did code clicking on skill names to get their descriptions - and I started adding skills to my design doc. They're only the first tier of passive skills, so they're upgrades that you get at 1 power, 1 grit, etc. I'll probably finish adding them tomorrow and code them in the game.

  • Time spent on the project so far: 127 hours
  • Currently working on: First tier passives
Posted
AuthorJérémie Tessier

oday I barely worked on converting thick blood vials to serum.

  • Time spent on the project so far: 126 hours
  • Currently working on: Converting blood to serum and using it to upgrade stats
Posted
AuthorJérémie Tessier