Cereal Killer part 2 – The Light side

Greetings and salutations,
So the game in my head is one of two sides. The light and the dark of the character, the light being the day to day life of a standup member of the community and the dark being all the killin’s. I’m a big fan of strategy games and I think this genre will work for this game and it does detach the player from the action a bit… I might change my mind at some point.

So you have a top-down view of the world with your killer slap bang in the centre (they are the centre of the universe after all) during the light phase you go about your daily business, keep social appointments, work, eat, sleep and entertainment. Clicking to guide your killer around the world and a list of needs, maybe a resource system and/or crafting – Hannible’s condom suit springs to mind.  Resources could be:

  • Money – always a good one.
  • Time? but Time IS money.
  • Building resources – I’ve got a use for this further down.

Three is the magic design number 2 isn’t enough and 4 is symmetrical so looks “designed”. I digress.

I could go one about economy and stuff here but that could be quite long and you might already be thinking:

“Let’s wrap this up”

So the darkness should seep into the light so this is also where you would be manipulating people. You need to convince people that you are “normal” so how do you interact with them.

Hannible interacts with people using his skills and his biggest asset is his taste. He has fine things and leather books, cooks like a 5 star Michelin chef, has many talents, plus he is very intelligent and he provides counsel and insight to the lives of the people he wants to manipulate.

So potentially the main mechanic to interact with people would be via a conversation system and the things that you say to them need to have an outcome associated with them. So

“Hello I like your tie” -> plus 2 to this person’s friendship stat.

Urgh as soon as I said conversation system I grimaced – people will need to react differently to you and say different stuff and this gets complicated quickly. So perhaps again like Hanible, we have a small cast of characters with distinct personality so writing might be broken down. I’m not sure I like this system by itself but we’ll keep it here for now.

The second way of interaction is giving gifts. Cooking food for guests that fit their taste or even their phycological needs (food they think is above their class or something their dead relative made for them). Same is true of material gifts also but these can cost you more money than the foods and feeding them bits of people you’ve murdered could satisfy a need and provide an interesting crafting mechanic.

The third could be your house as a way to impress. We all want Hannible’s interior decorator! That place is amazing, plus secret dungeon, lovely stuff. So this would be a chance for the player to build a house… or at the very least decorate it and use it to make people feel at home or close to him.

I think that will do for now. Next time we will cover the Darkside of the game.

Peace,

Ste

Thinking procedurally (hot shots) part duex

Werd,

So at the moment I have managed to get a procedurally generated cube and then apply noise to it based on a seeded value. The results are pretty rock like but I think I’ll be able to sell it even more using a proper material on the mesh.

Now full disclosure I’ve achieved this via free code posted on the internet and tutorials. I’m fairly decent at gameplay coding etc. but this is very maths based which I’ll probably never be good at and certainly don’t have the time to get good at!

Next is getting the mesh to deform when the player touches it. For this I’ve found a free asset on the unity asset store. All I need to do here is hook input to affect trigger the impact. 

I’ll hopefully be posting a video of this soon! Especially if it goes horribly wrong.

One other step is to add randomness to the size of the procedural cube and the seed number, for the noise, both things I know how to do \o/ 

Kisses,

Ste

Thinking procedurally

Evening,

So I’ve been toying with the idea for my first project to try and build and release. The idea initially came from a thing that happened during work at The Company.

The idea is that you smash rocks for a wee guy driving around. 

I’ve had a prototype of the rock smashing for a while but it’s gone through a few changes over the months (I’ll post videos when I find them) it was 3D in its first form. Then it was 2D and now I’m back at 3D and for good this time… Only so many time I can rewrite this before going insane.

The reason for the change back to 3D is because of a realisation that I would need more assets then was reasonable get a friend to do without proper payment (I will try and not rip off my friends!) 

So we come to the title of the post “Thinking procedurally” I can create the 3D rock assets procedurally and also use procedural deformation to destroy them. The only problem is that I’ve never written any procedural mesh generators 😬 it’s just triangles isn’t it? 

I’ll try and post more about my progress but the next post might literally be the finished rock and smashing it to bits!

Peace, Ste

Hello World

Greetings and salutations,

I’d like to introduce Wizard and Castle Studio as a new Indy games studio proud to be joining the ranks of billions of other indy games studios 🙂

I’m Ste (Steee) the head wizard at wizard and castle studio… currently the only wizard but in the magic world that makes me the boss.

I recently left my 10 to 6 job at Rockstar games after 9 years of service. I’ve handed in my badge and keyboard.

There are some projects bubbling away and contract work is always on the go but stay tuned. Or at least vaguely interested and I’ll be back soon.

Love and Kisses,

Ste