PekkaK
Heaviest Matter

- Joined
- Sep 2, 2013
- Messages
- 255
DON'T READ THIS THREAD IF YOU DON'T WANT SPOILERS!
Okay, fellow Codexers. We are finally starting the first phase of the dreaded (by me) of Prisonscape. For this, we wanted to try something exciting and interesting - we want to keep all the alpha feedback public and in this thread (and later on summarized in our blog posts). This way the observations made by the testers can be discussed publicly and maybe in the future we (and possibly others) can learn from these documented observations.
The game is still missing some stuff and we're planning to keep it in alpha until "it's done". We don't want to keep stacking features on top of features though.
We already have a small group of testers with years and years of experience with top tier RPG's such as Alpha Protocol and Diablo 3.
If we promised you access to alpha and you're not on the alpha mailing list, email us at contact@heaviestmatter.com and I'll get back to you.
We still take alpha testers, but we want to keep the pool of testers relatively small. If you can play each alpha release for a good while and offer good critique, send me an email. Don't apply if you expect to play a ~finished game.
NOTE: pre-ordering only gets you access to the beta.
Most of the gameplay is scripted with Lua, so if you want to see how to mod the game check out the data/scripts folder.
What has been done so far:
* combat version 1
* dialogue
* leveling up
* skill training
* user interface: main menu, pause menu, weekly menu, character screen, quest journal, skills
* simple cutscene engine
* weekly events and cutscenes
* saving and loading
* lots of raw and unpolished dialogue
* lots of raw and unpolished quests
* most of the graphics are done, still need some polish
* most of the audio is done, sound effects still need work
* level editor
* tile editor
* scripting support (Lua)
* audio support (Ogg Vorbis)
* rendering with Java2D or OpenGL 2
To be implemented in Alpha 2:
* bug fixing
* combat version 2: effect particles, henchmen, consequences after battle
* help screens
* County Jail -> Courtroom -> Miranda Unit transition
Design questions for Alpha 2:
* Should henchmen be independent or player controlled? Should it depend on the player's intelligence?
* What kind of consequences after combat? Interrogation, solitary confinement, henchmen killed, player's family is threatened...
* Courtroom scene: actions made in the county jail should reflect dialogue between the judge and the player. Should courtroom decisions affect the player later on in Miranda Unit?

Okay, fellow Codexers. We are finally starting the first phase of the dreaded (by me) of Prisonscape. For this, we wanted to try something exciting and interesting - we want to keep all the alpha feedback public and in this thread (and later on summarized in our blog posts). This way the observations made by the testers can be discussed publicly and maybe in the future we (and possibly others) can learn from these documented observations.
The game is still missing some stuff and we're planning to keep it in alpha until "it's done". We don't want to keep stacking features on top of features though.
We already have a small group of testers with years and years of experience with top tier RPG's such as Alpha Protocol and Diablo 3.
If we promised you access to alpha and you're not on the alpha mailing list, email us at contact@heaviestmatter.com and I'll get back to you.
We still take alpha testers, but we want to keep the pool of testers relatively small. If you can play each alpha release for a good while and offer good critique, send me an email. Don't apply if you expect to play a ~finished game.

NOTE: pre-ordering only gets you access to the beta.
Most of the gameplay is scripted with Lua, so if you want to see how to mod the game check out the data/scripts folder.
What has been done so far:
* combat version 1
* dialogue
* leveling up
* skill training
* user interface: main menu, pause menu, weekly menu, character screen, quest journal, skills
* simple cutscene engine
* weekly events and cutscenes
* saving and loading
* lots of raw and unpolished dialogue
* lots of raw and unpolished quests
* most of the graphics are done, still need some polish
* most of the audio is done, sound effects still need work
* level editor
* tile editor
* scripting support (Lua)
* audio support (Ogg Vorbis)
* rendering with Java2D or OpenGL 2
To be implemented in Alpha 2:
* bug fixing
* combat version 2: effect particles, henchmen, consequences after battle
* help screens
* County Jail -> Courtroom -> Miranda Unit transition
Design questions for Alpha 2:
* Should henchmen be independent or player controlled? Should it depend on the player's intelligence?
* What kind of consequences after combat? Interrogation, solitary confinement, henchmen killed, player's family is threatened...
* Courtroom scene: actions made in the county jail should reflect dialogue between the judge and the player. Should courtroom decisions affect the player later on in Miranda Unit?
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