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KickStarter Peripeteia - Deus Ex-inspired FPS/RPG set in anime cyberpunk Poland

Strig

Scholar
Joined
Oct 29, 2021
Messages
1,072
Location
Between the pages of Potato's "Republic"
Lead lever designer here

Shit man, this game must have a ton of different levers if that's a job description.

Average room in the game:
NewSwitches1.jpg
Whoever said germanoids don't have a sense of humor. And on that subject — are there Germans in Peripeteia?
 

RoSoDude

Arcane
Joined
Oct 1, 2016
Messages
750
Morrowind and Deus Ex had perfect lockpicking.

Equip lockpick.

Click on lock until it opens.

Consume amount of lockpicks depending on your skill.

Easy, fast, simple. No bullshit.

Thief's lockpicking was decent too, with the switching between two picks. But it also just boils down to holding down the right mouse button while the lockpick is selected. That's it.
The Dark Mod built upon Thief's system by making it a bit more active, you gotta click again when you hear the lock falling into place. But it's still relatively simple, it never takes you out of the game's main interface.

All these minigames that plop you into a special lockpicking interface are are really involved... they get old real quick.
Same with hacking minigames.

I agree those are ideal examples of non-minigame lockpicking, but I have to correct you -- Pathologic 2 has perfect lockpicking.



The act of lockpicking a door brings up a real-time minigame interface in which two “tumbler” teeth must be bounced up with left/right mouse clicks until their red target zones simultaneously align with the shear line. Tumblers have simulated momentum and gravity, and black zones resist motion across the shear line in either direction, so they are both a tax on durability to pass through but also can be helpful for keeping one tumbler in place while working on the other side. Since each mouse click degrades the pick, the player must plan and feel out how many clicks are needed on each side to avoid excessive damage on their lockpicks (which can also be used as shivs in melee combat). Despite its relative simplicity, this is my favorite lockpicking mechanic in any game, as it incorporates a strategic resource cost into a minigame that feels both tactile and grounded, while also interfacing with several of the other game’s systems (combat, bartering, reputation). Once inside buildings, the player can loot cabinets, cupboards, and desks for items, which occurs in a real-time looting window with grid displays for both the container and player inventory. Some of the drawers will be open already with items for the taking, while others are closed, taking a bit of time to open to see what’s inside. Some drawers are locked, which requires a separate resource of sewing needles to pop open, further complicating the act of burglary.
 

Shodanon

Ninth Exodus
Developer
Joined
Jun 13, 2020
Messages
53
Like the eagle behind the title seems to be heavily inspired by Szukalski's design (but where's the Axeagle, lads?)
Yep, that one's inspired by the eagle that used to be part of that one governmental building in Katowice. The Polish faction is a interwar Poland larp, so it uses modernist imagery, including Szukalski's art and loads of great eagle designs that popped out around that time. The toporzeł might end up in the game as a factional symbol, but no promises.

More wood/bakelite clad Eastern Block guns instead of implementing random western junk. Just look at German (or Herman) Korobov's body of work,
These bakelite things are so weird. Who in their right mind would put them in their game, let alone in their kickstarter demo?
Desktop Screenshot 2021.11.12 - 19.11.58.17.jpg



Back when it came out, I made a vow never to play Oblivion, but I did play the lockpicking minigame. I spent quite a bit of time trying out this thing, which I recommend checking out

It's an accurate, if jank, recreation of most lockpicking minigames out there. It has Deus Ex lockpics too. A very good learning resource for that sort of stuff.

Lock_Pick_Kit.jpg

The Splinter Cell minigame was always my favourite, but while I wanted something similar, I decided I'm gonna make something new and with a bit more verisimilitude, because I watched too much lockpicking lawyer for my own good. So it's DEFINITELY not the oblivion minigame, I don't find that one fun. Just like the hacking, it will be original. Not sure if it's gonna be as fun, it's there to fulfill my autistic need for a better™ lockpicking minigame. Obviously, you won't be forced to use it. We had an internal talk about adding a sort of thermite insta-lockpick that would be loud but make life easier on those who don't wanna play the minigame. We had a realization, however. Isn't a shotgun or an explosive exactly that, and isn't that in the game already? Hope that will be good enough of a solution for both those of the "fuck minigames" and "fuck doors" camps. "Find the damn key" will be a solution as well, for the sneaky players out there.

you have 40 different lockpick tools and you have to pick the right tool for the job based on the lock model
theres no lockpicking skill, it all depends on you
Not gonna lie, I was considering some sort of variation on the Hillsfar minigame, which somewhat sounds like this description. I find it oddly satisfying. I still tell myself I am not a masochist.
 
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Pearass

Educated
Joined
Dec 11, 2019
Messages
46
Location
Syrup Land
Man this music is phenomenal - I love these dark DnB vibes I'm getting. It also kind of reminds me of Clams Casino for some reason. Maybe it's the vocal chops?

I kind of hope the game makes use of some more of these types of songs in their soundtrack.
 
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havox

Novice
Joined
Oct 26, 2021
Messages
28
Music is indeed outstanding. Character model on the other hand, a bit of a yikes. Maybe a suggestion to add a couple visual presets to cycle through, Deus Ex had a few face presets for JC Denton and I think we can all agree DX1 is the greatest immersive sim of all time, can't go wrong copying that game.
 

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,479
Music is indeed outstanding. Character model on the other hand, a bit of a yikes. Maybe a suggestion to add a couple visual presets to cycle through, Deus Ex had a few face presets for JC Denton and I think we can all agree DX1 is the greatest immersive sim of all time, can't go wrong copying that game.
The player character seems to be very dear to the devs, but I have to agree that the anime faces look bizarre and totally out of place. Don't think weebs are gonna be persuaded to change them though.
 

robinox

Educated
Joined
Mar 28, 2020
Messages
70
Strong EYE vibes, definitely on my radar.
Do you plan a gog release? I always prefer to buy there, given the choice.
 

Sunsetspawn

Arcane
Joined
Feb 10, 2013
Messages
1,113
Location
New York
Music is indeed outstanding. Character model on the other hand, a bit of a yikes. Maybe a suggestion to add a couple visual presets to cycle through, Deus Ex had a few face presets for JC Denton and I think we can all agree DX1 is the greatest immersive sim of all time, can't go wrong copying that game.
The player character seems to be very dear to the devs, but I have to agree that the anime faces look bizarre and totally out of place. Don't think weebs are gonna be persuaded to change them though.
Modders will fix it. Small price to pay considering Square Enix can't find the budget to make another Deus Ex because they're too busy trying to find their penises.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,703
Are we going to have some moss arrows to deal with that or is this just going to be something to always avoid if you want to sneak?
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,065
Happy New Year and happy #screenshotsaturday!
Marie's implant wheel has been augmented to fit the rest of the UI, with fantastic design from @KSteakay and new skill icons from @hirotonfa. The selection itself was made more responsive.
Also pretty fun to just play around with.

 

S.torch

Liturgist
Joined
Jan 4, 2019
Messages
1,114
The character design is very unique. I hope that the developers stay with it and that any change continues that line.
 

Pearass

Educated
Joined
Dec 11, 2019
Messages
46
Location
Syrup Land
Clearly, the devs have nailed the overall graphical palette and aesthetic. However, I feel like they're just going to have an absolute bitch of a time making these large environments feel lived-in and dense. Best of luck to them on that front, that can't be easy.

I dig the glass breaking. Neat addition. I'm interested to see the various ways it will end up being incorporated into the level design.
 

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