For some reason I’m starting a 2nd YT channel, this time for hosting our wargame ‘battle reports’. It’s rough, we’re rough, it’ll be fine. You can check em out at https://www.youtube.com/@mystecorewargames
Citizen Evil: Out Now!
Finally finished something to a state where it can be released! Okay it’s one of my TTRPG rulesets and not a video game but hey, it’s great timing for Halloween. If you like survival-horror, check it out on itch.io (link below).
Citizen Evil – a survival-horror TTRPG ruleset, inspired by Resident Evil, and based on the Trophy RPG system. Push your limits to make risky actions, be adventurous to build plot armour points, and hopefully you’ll make it out alive.
Devlog 15th Sept: Oh Unity
It’s been a few months since I posted anything but I had been starting work again on the ‘unnamed’ ghost-hunting video game this month. However, as everyone no doubt knows by now, Unity’s CEO has stepped in shit, shot himself in the foot and then injected salt into the wound with this ridiculous idea of charging for installs. Now, as a first-time release, it was never probable that my game would actually be affected by these charges, but the attempt by Unity to change the terms of their licensing (actually removing the old terms from public view) is such a sleazy, unprofessional (and probably illegal) move that I must reconsider using Unity to release this project in the future.
Now I will be waiting to hopefully see some word on older versions of Unity not falling under this ludicrous decision (I think it’s against a few laws for them to try and retroactively do so anyway), as my project is being developed on the 2019 version, but I’m not holding my breath.
I’ve invested a couple of grand in the unity asset store, so it would be quite fucking bothersome to change to another engine at this time, however the potential for future issues is too great to ignore. I’m hoping the majority of assets I am currently using can be easily transferred for use under another engine.
Devlog 16th April: blind
I can barely read today (late night) so fuck all done. Yesterday I did a test mockup for the branding. I wanted the font to resemble that used in the old 16bit game Zombies Ate My Neighbours.
Today I bought some assets for the boss models, traps and turret. Need to do a lot of shader work to make them more ghostly and fit in with the existing aesthetic.
Devlog 4th March: Turrets
Today (and yesterday) I added the ability for player units to place a turret (in an adjacent tile). There are 4 turrets types, either doing damage or holding ghosts in beams. Either type can be a limited AoE ‘pulse’, or a single target. Turrets activate in their own phase after the player turn has been completed. Each successful turret ‘hit’ reduces the turret’s ‘charges’ (HP). Turrets with no charges/0HP are removed at the start of the next turret phase. Ghosts cannot normally damage or target turrets, except via changing the tile terrain type (fire). Electricity tiles actually heal the turret.
I also changed how ‘beams’ work and are tracked. This will develop farther when I get around to ‘crossing the streams’.