Today I've worked on what happens when Garcian dies. I have to admit that I didn't remember what the game over screen in Killer 7 looked like, but now it's starting to get made in Killer2017. I debated a bit whether I should add it or not - after all, I could just kick the player back to the loading menu when they game over, which wouldn't be the craziest thing in the world - but I felt in the end that it's a part of Killer 7, and I want this fangame to be representative of the original in as many ways as I can.

  • Time spent on the project so far: 94 hours
  • Currently working on: Work on game over screen
Posted
AuthorJérémie Tessier

Today I've also worked on dying and losing characters, I've also fixed a few issues with running away from battle. Tomorrow I'll either work on dying as Garcian, or ressurecting slain characters.

  • Time spent on the project so far: 93 hours
  • Currently working on: Work on death
Posted
AuthorJérémie Tessier

For the last two days I've worked on the death screen; Since you can now fight random encounters against actual Heaven Smiles, you can now die. To do that, I had to get screenshots of each dying character face - and while I was there, I farmed a bit at the beginning of Angel to get every characters unlocked. Then I started working on the death process, it's going along smoothly, but now I have to make it so you respawn at the last Harman room you saved in, with the dead character and the option to use Garcian to go and resurrect them.

  • Time spent on the project so far: 92 hours
  • Currently working on: Work on death
  • Screenshot: Death scene in progress
Posted
AuthorJérémie Tessier

Today I added a few more text lines, this being an adventure game will require me to write quite a few of them for all characters, but as a question of scope it's not vital that I do so. I worked a bit on the tutorial panel for enemies - giving the player info about defeated heaven smiles - and continued working on the elevator hall.

  • Time spent on the project so far: 90 hours
  • Currently working on: Continuing 'Angel', work on tutorial panel, adding texts
Posted
AuthorJérémie Tessier

Today I worked on the last -two- skills currently in place that cost 0 thin blood (I had forgotten one yesterday). Con Smith can now shoot multiple times per turn on the same enemy and Coyote can steal buffs that some enemies might have. Right now the only buff present is AttackUp, caused by getting Dan to enrage them via his Cockiness skill. I also fixed a little unintentional comportment in the tutorial fight.

  • Time spent on the project so far: 89 hours
  • Currently working on: Working on skills and battle mechanics
  • Screenshot: Thievery in action
Posted
AuthorJérémie Tessier

Today was mostly spent working on battles, the usage of certain map skills and the mechanics of all that stuff acting in unison. I'm still working on skills that cost no thin blood to use - and there's one left to code so far. When I'm done with all of this, I'll move on with the rooms.

  • Time spent on the project so far: 87 hours
  • Currently working on: Working on skills and battle mechanics
  • Screenshots: Battle stuff
Posted
AuthorJérémie Tessier

ore work on skills today. Cockiness (Dan Smith's map skill) is pretty much done. It doubles the odds of encountering enemies. I still have to work out if there are any downsides, since you could just use it constantly, as it doesn't require any thin blood vials. I also made the Vision Ring's map ability work. I'm still going back and forth on other skills and how stuff works, but that's the fun part of implementing game design!

  • Time spent on the project so far: 85 hours
  • Currently working on: Implementing skill hooks
Posted
AuthorJérémie Tessier

Started working on more rooms - the elevator hall - which features the first truly random encounters. I added mechanics for the 'Melee' enemy passive, and explosive damage. I still have plenty of mechanics to implement and tons of text to write, so I'll stay in that first room for a while!

  • Time spent on the project so far: 84 hours
  • Currently working on: Implementing skill hooks and audio
Posted
AuthorJérémie Tessier

I've worked mostly on implementing hooks for the skills to be used and I've worked on editing audio to get all shooting/reloading for the core 7 characters working. I've also added text to the tutorial panel and started to think about how skills are used and what they do. Tomorrow probably I'll maybe start on actual new gameplay! That's the scariest part!

  • Time spent on the project so far: 83 hours
  • Currently working on: Implementing skill hooks and audio
  • Screenshot: Skills progress
Posted
AuthorJérémie Tessier

Today was spent entirely on the new text system so I couldn't add to the story. That will go for next time! This improvement makes it so strings aren't as hardcoded in-game as they were, and now I can view everything in a single google spreadsheet. I wonder if I'll work on this game much during my upcoming vacation, but I'll try to put a few hours in here and there!

  • Time spent on the project so far: 82 hours
  • Currently working on: Continuing with the story
Posted
AuthorJérémie Tessier

This morning I've completed ring switching, created weapons and some more entries for the tutorial panel, and started to wonder about how I'm storing text. Right not these are hard-coded lines stored in prefabs - and while we're at it, let me say that oh boy, there's going to be A TON of text, most of it new as well - and that's a bit cumbersome to work with. I think I'll do what we use at work and create a google sheets spreadsheet and import it in-game. That'll make things more manageable! 

If everything goes well, tomorrow I'll work on that and create new content!

  • Time spent on the project so far: 81 hours
  • Currently working on: Continuing with the story, improved text storage system
Posted
AuthorJérémie Tessier

Working on character and ring swapping now. Doing some game design, adding skills and weapon descriptions, adding tutorial entries for the tutorial panel, moving forward before continuing with the level!

  • Time spent on the project so far: 80 hours
  • Currently working on: Character swapping, ring selection
Posted
AuthorJérémie Tessier

Quite done with the TV UI for now. There's still plenty of work to be done with it for sure - you can't buy upgrades yet, neither can you turn blood into serum, things like that - but for not, I can move on. I've decided to remove the 'Special' stat from the game entirely; Initially I wanted to have skills deal variable damage based on this stat, but now that I'm progressing through the game design in my head, I don't think it'll be useful, so I removed it! It doesn't impact yet, luckily.

Next up is swapping characters and swapping who has which ring equipped. I also have a bunch of design to do before I can code more stuff, then I'll continue with Chapter 0 - Angel! Really hope to have that level done someday soon :)

  • Time spent on the project so far: 79 hours
  • Currently working on: Character swapping, ring selection
  • Screenshot: Skill info
Posted
AuthorJérémie Tessier

This UI is starting to be a bit much, luckily I'll be done this week and will be able to move on with other kind of mechanics. The problem I have these days is that I don't even have an hour to work on the game per day, so it goes quite slowly.

  • Time spent on the project so far: 78 hours
  • Currently working on: Character TV UI
Posted
AuthorJérémie Tessier

Today I've been working on the weapon UI. In the original Killer 7, most characters only had one weapon. For instance, Kevin had knives, and these were your knives the whole game. Dan and Mask had upgrades, but I've always felt weird that Dan is the only one to get three different weapons. It's like he's the game's 'main' character or something! In Killer 2017, every character will get a choice of three weapons - except Garcian and Old Harman - which their own strengths and weaknesses. 

Some might deal more damage, others might have a higher capacity, others might have more special powers, it's not going to be straight upgrades, because that wouldn't work with only three weapons.

  • Time spent on the project so far: 77 hours
  • Currently working on: Character TV UI
Posted
AuthorJérémie Tessier

Today I'll elaborate a bit on passive skills your character get in Killer 2017. In the original game, they were a bit limited - you only had a few tricks like Critical Lock-On, Slow Attack, Down Attack, etc. - and I want to improve a bit upon that idea. In Killer 2017, you use thick blood vials to create serum and you use that serum to level up character attributes. When these attributes go up, they unlock or improve a skill. Putting one point into grit, for instance, might give you Health +5, two points might net you Stamina +1, five points might improve upon the first skill, thus giving you Health +10.

Each character will have a more or less different skill list to match their playstyles and some skills will require a certain number of points sunk into different stats. Slow Attack might, for instance, require Power 5 and Aim 5. Tomorrow I'll work a bit on the weapon UI, which shouldn't take long.

  • Time spent on the project so far: 76 hours
  • Currently working on: Character TV UI
  • Screenshot: Skills!
Posted
AuthorJérémie Tessier

More work done on the TV UI today, mainly buying stat upgrades. I've also started the skill screen, which should go by quickly, then the weapon screen, which at this point is also simple. I've reworked how I create and assign weapons as well.

  • Time spent on the project so far: 76 hours
  • Currently working on: Character TV UI
Posted
AuthorJérémie Tessier

More UI work today, added serum bottles to represent the cost of stat upgrades, reduced the size of tutorial lines to fit more per page, continued to move forward with basic TV UI functionalities.

  • Time spent on the project so far: 75 hours
  • Currently working on: Character TV UI
Posted
AuthorJérémie Tessier

More work was done on the TV UI this weekend, but I'm still not completely done with it yet. I have to decide how it'll work in this game since I have a bit more customization options than in the original Killer 7. I also want to decide on the base building blocks for the rest of the game before I keep pressing forward; Not that I'll code everything, but I at least want to have my ideas laid down for the future. With luck, this bit of the game will be done before the end of the week!

  • Time spent on the project so far: 74 hours
  • Currently working on: Character TV UI
  • Screenshot: Character UI
Posted
AuthorJérémie Tessier

Worked on the TV UI this morning as well. Now you can unlock characters by viewing them in the TV and I've started working on showing more info about them as well. You won't be able to fully customize them yet - since I haven't worked on the list of skills and upgrades - but this should be done pretty soon!

  • Time spent on the project so far: 72 hours
  • Currently working on: Character TV UI
  • Screenshot: Character UI
Posted
AuthorJérémie Tessier