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KickStarter Prometheus Wept - turn-based RPG from Vigilantes developer - Demo Available

Modron

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What takes so much time when you have game systems in place and a lot of assets can be reused?
Content generation is the longest and most laborious part of game development isn't it? Ron Gilbert went ahead and said even with the engine they created for Thimbleweed Park another game using it wouldn't really be any cheaper to make because of that.
 

Timeslip

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What takes so much time when you have game systems in place and a lot of assets can be reused?

In terms of game systems, the game's in a good enough place. Some new environment assets will need to be worked in for each act, and new maps will needed. A more complex map, with several buildings, could take a week. A simple map could be wrapped up in 2-3 days. There will be new factions in each act, so character models will need to be added. I spent an absolute age manually adding clothes into the software I'm using for character models, so it's not very time expensive to make models. Maybe 1 hour for something simple, 4 hours for something more complex.

The dialogue encounters are time expensive. First design -> bullet point -> multiple drafts, for the writing. Scripting the encounters and debugging them is where most of the time goes, though. I'm using a really good third party plugin for managing the dialogue in game, but regardless of how good it is, every time a character, prop, camera or any aspect of the game world is moved, rotated, enabled, that needs to happen through scripting. So far, I've written about 170 code functions to handle all the actions, but they are activated with a scripting language which lacks some of the error checking and conveniences of c#. It's easier to make mistakes here, and each possible choice the player can makes needs to be tested. On simpler encounters, it might be possible to debug it in a handful of passes. In more complex ones... well... you might be looking at 20+ passes to test all the possibilities and fix any bugs that are found.
 

Timeslip

Timeslip Softworks
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Timeslip

Timeslip Softworks
Patron
Developer
Joined
Aug 27, 2016
Messages
909
What takes so much time when you have game systems in place and a lot of assets can be reused?
Content generation is the longest and most laborious part of game development isn't it? Ron Gilbert went ahead and said even with the engine they created for Thimbleweed Park another game using it wouldn't really be any cheaper to make because of that.
Yeah, it's super time consuming. I knew making an RPG would take longer than a combat focused game like Vigilantes, but didn't anticipate how big the difference would be.
 

Infinitron

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This dev log for turn based RPG, Prometheus Wept covers the completion of the militia pre-finale mission, which provides options to recruit more militia, and improve their equipment through trade and crafting. You can also attempt to interrupt a rebel arms deal on a newly created map.
 

Taka-Haradin puolipeikko

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Here's text part of that update.
https://store.steampowered.com/news/app/1208110/view/3980686873611947746
Prometheus Wept Dev Log Jan 24!
TLDR: The militia pre-finale is complete, and includes an optional combat mission which takes place on a new map.
Hello, and welcome to the January dev log for Prometheus Wept. I've wrapped up the militia pre-finale, where you will prime Sunny Pine's militia for confrontation with the rebels. This includes improving the militia's equipment through trade and crafting, recruiting new members, improving morale.


7cdea8264dfb5af80967b1b805ffa474ed074dc4.jpg


In the militia pre-finale, you must decide how to best allocate your faction's cash and time.


You can also attempt to convince the mayor to print extra currency to be used in the war effort, or follow up on intel received about a rebels arms deal, in an optional combat-focused encounter. Doing so will briefly bring you in contact with one of the main factions of act 2. Each faction has preferences for the weapons they use, so there is an opportunity to get your hands on some new items here.


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Attack, approach, sneak or observe. The choice is yours.


This encounter required a new map, which has been completed and is the final map for act 1. There are a number of options for handling the encounter, such as observing the group, approaching them, or attacking. If you approach them, you will discover that their goal is to deliver a crate of merchandise to you, which raises further questions on what exactly is going on.


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Up Next: Militia Finale & Minor encounters

Moving on to what's coming next. The focus for the next number of weeks will be two-fold. Firstly, I'll be working on the series of combat focused encounters which make up the militia finale. It's a fairly big piece of work, likely in the ballpark of 6 weeks. Second, I'm going to start addressing what I see as Prometheus Wept's biggest current weakness, namely, a lack of things to do outside the main questline. The goal here isn't to add large side-quests, but rather to focus on getting a decent number of smaller encounters, which breathes life into the world, and develops the characters.

That's it for now, thank you for watching. I'll check back in next month, and if you have any questions, comments or suggestions, I'd be happy to hear from you!
 

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