These last days I've worked on some skills that cost 1 thin blood vial to use. Collateral Shot was created in order to defeat the first Duplicator Smile, then I've worked on the out-of-combat abilities that you'll be able to use. I still have two of those to create, then a few in-battle abilities as well.

Starting tomorrow, I'm working on another game for an online game jam, so this will be on pause for about a week, maybe two!

  • Time spent on the project so far: 106 hours
  • Currently working on: More character special abilities
Posted
AuthorJérémie Tessier

Today I've started working on the base for the Duplicator Smile fight. With the Camellia down, players can now have one vial of thin blood, so I was wondering whether I should code 1-vial abilities. Maybe I'll do that next, but right now it's the Duplicator Smile fight. In Killer 2017, the Duplicator has something called 'Green Armor' that can be pierced with Dan Smith's Collateral Shot and destroyed outright with Mask De Smith's Shock Shell. I'm still not sure if I'll make it so you can miss with these abilities, but that's a question for another day!

Next week I'll take a - voluntary this time - break from Killer 2017 to participate in the A Game By It's Cover jam.

  • Time spent on the project so far: 103 hours
  • Currently working on: Fight against the Duplicator Smile
Posted
AuthorJérémie Tessier

Today I've improved the map screen a bit - you can drag it around to see all the rooms, if they go outside of the boundaries of the map - and I've tweaked the blood effect when you hit/kill enemies a bit. Now that the first Camellia Smile fight is done, I have to make the intermediary room and the fight against the Duplicator Smile.

  • Time spent on the project so far: 102 hours
  • Currently working on: More maps in Angel
  • Screenshot: KAEDE Smith critically hitting the Camellia Smile
Posted
AuthorJérémie Tessier

Today I worked mostly on adding new maps to Angel, and the Camellia Smile fight. I had forgotten that after you defeat the big smile guarding the soul shell you have to backtrack and that another way is opened to you. That mechanic - having ways that are blocked and get unlocked later on - wasn't programmed yet, but I'll get to it!

  • Time spent on the project so far: 101 hours
  • Currently working on: More maps in Angel, Camellia Smile
Posted
AuthorJérémie Tessier

Today I made the voice of Travis Bell, I also added three new rooms - two in the elevator lobby and the first room of the parking lot. Now I have to make the Camellia Smile fight. I'm not sure how I'll make it for Killer 2017. I was thinking that the Camellia Smile would do nothing until you attack it, then it would run away in a small number of turns. Maybe make it extra-weak to critical strikes too. We'll see tomorrow!

  • Time spent on the project so far: 100 hours
  • Currently working on: More maps in Angel, Camellia Smile
Posted
AuthorJérémie Tessier

After completing the revival minigame, I'm continuing my work on maps for the first level. I could've gone and implemented Deadly difficulty already, but that's not super important at this point. I need to keep pushing through maps and content so that the first level gets done at some point!

  • Time spent on the project so far: 99 hours
  • Currently working on: More maps in Angel
Posted
AuthorJérémie Tessier

Worked on the revival minigame today. It's 99% complete and I still need to fix a bug about the life bar being filled as you click to revive your character. The time you have to click is still left to be changed, and I think that it'll be variable depending on the difficulty level and if you've selected Killer2017 or Killer2018 mode. Maybe tomorrow I'll implement a few of the difficulty changes - since you can select the difficulty when you start a new game already. Otherwise I'll create more rooms!

  • Time spent on the project so far: 98 hours
  • Currently working on: Work on revival process
  • Screenshots: Revival completion
Posted
AuthorJérémie Tessier

On the last few days I've worked on death; having corpses stay in the environment where your characters have died, the game over screen and today I've started working on revival. In the original Killer 7, Garcian took the head of the slain character and brought it back to a TV room where the revival was performed. I feel that this is a step too much; In Killer2017, Garcian will be able to revive another pesona right there and now, and switch to it afterwards. I tried thinking if this would break something in the game, but I don't think so.

The revive minigame will be a bit different too, you'll be timed and the amount of health recovered will vary depending on how fast you clicked!

  • Time spent on the project so far: 97 hours
  • Currently working on: Work on revival process
  • Screenshots: Dead character, game over screen, corpse, revival screen
Posted
AuthorJérémie Tessier

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