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

Today I added more rooms and the first cutscene with Kess Bloodysunday, I also managed to get enough thick blood to get one vial - I still think that I'm not giving enough right now, I'm at the second floor of Angel and I only have one vial. Next up will be working on getting upgrades via serum in the TV!

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

Today I worked on puzzle items for room 212, the AC unit and the candles. You might notice that the candles aren't numbered like they are in Killer 7, that's normal, the puzzles will be setup differently in Killer 2017! I think that tomorrow these elements will be done and I'll move over to other rooms in Angel.

  • Time spent on the project so far: 125 hours
  • Currently working on: Room 212 puzzle elements
  • Screenshots: Air Conditioner and Candles
Posted
AuthorJérémie Tessier

Today I started working on the Air Conditioner in Room 212. That's not a lot, but oh well!

  • Time spent on the project so far: 124 hours
  • Currently working on: Room 212 puzzle elements
Posted
AuthorJérémie Tessier

This weekend I worked on doors locked from the other side and added a few more rooms to the 2nd floor of the Celtic Building. I also added Yoon-Hyun and his hint system. I'll work on Room 212 tomorrow, but probably keep on adding rooms to the game. I'm almost at having 1 vial of thick blood, so I'll need to think about the upgrade system soon!

  • Time spent on the project so far: 123 hours
  • Currently working on: Parts of the 2nd floor
Posted
AuthorJérémie Tessier

Today I worked on the second floor of the Celtic Building. I added a new enemy passive ability, Dodgy, to the Micro Smile, allowing them to dodge attacks. I also created a few more rooms and a new cutscene. I fixed the map layout issue and now I'm working on having locked doors!

  • Time spent on the project so far: 120 hours
  • Currently working on: Parts of the 2nd floor
Posted
AuthorJérémie Tessier

Today I fixed a bug with using Mach Speed and changing floors. I also added a few rooms to the 2nd floor of the 'Celtic' building and created the Micro Smile, along with its blinding ability.

Tomorrow I'll add more rooms, but I also need to fix something with the map screen, the way it focuses on the start of the map instead of where you currently are isn't really good.

  • Time spent on the project so far: 119 hours
  • Currently working on: Micro Smile + Parts of the 2nd floor
Posted
AuthorJérémie Tessier

Today I worked on the Volatile Smile, fixed a few UI issues and created the first Harman's Room where you can't save - because Samantha can't be bothered to do it for you. I'm also thinking about nerfing Con's Burst Fire ability, because I use it all the time.

If you've played Killer 7, you know that you -can- beat the game with any character, but Dan's the best to use in most situations. I've rarely used the rest of the crew in my usual playthroughs, sticking with Dan. I don't want Killer2017 to be like that, I want all characters to be more or less balanced, but not identical. It's a weird balancing act.

  • Time spent on the project so far: 118 hours
  • Currently working on: Volatile Smile
  • Screenshot: Non-saving Harman's Room
Posted
AuthorJérémie Tessier

Today I added a few more rooms to the 2nd floor of the building, I added the cutscene and started working on the Volatile Smile, a new kind of enemy that is just a variant of the regular Heaven Smile in the original game. Volatile Smiles explode instantly when you shoot them, if they're not killed outright.

  • Time spent on the project so far: 118 hours
  • Currently working on: Volatile Smile
Posted
AuthorJérémie Tessier

Today I've added the indications to the map to show you where you go from one area to the next, I also added a few rooms and started working on the cutscene that comes after that. I'll keep on working on new rooms since there's no new mechanics to be added yet! At some points I'll have to code something related to upgrading stats, but I don't have thick blood vials yet. That also makes me wonder if you gain too little thick blood per fight?

  • Time spent on the project so far: 117 hours
  • Currently working on: Cutscene about a guy getting blown up on the second floor
Posted
AuthorJérémie Tessier

oday I've worked on the map screen, I still have a bit of work to do, especially if I want to show where you can move from an area to another.

  • Time spent on the project so far: 116 hours
  • Currently working on: Working on the map
Posted
AuthorJérémie Tessier