Possession (formerly Possession 2) - Release Date: July 18th!
Posted: Tue Dec 31, 2013 3:39 pm
Latest news:
The release date is set for July 18th! See the Steam store page here: Steam page If you're reading this and are a interested in reviewing/streaming/LPing the game, drop me a link to your previous work in a PM or at contact (at) weirdfellows.com. Size of your audience isn't an issue.
Keep up-to-date on the Facebook page or Twitter for the latest news. I update them more often than making a full big post here.
Reading through this thread, you might see the game referred to as "Possession 2," because that's what I was originally calling it, but now it's just Possession.
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Original Post:
I'm working on a sequel to the 7-Day Roguelike I made this year (well, at the time of posting anyway...after tomorrow it'll be last year) Possession.
I've actually been working on it a while, so I've already made some Dev Blog Posts about it, which I'll be summing up in this post. The actual blog posts contain more info, so check that link out if you want to know more.
Anyone who played the old game and has suggestions, please feel free to comment, too! (I'll make a post a little later describing some more of the changes I'd like to make).
The main thing that it's going to add is more content and variety, but I've also changed the way that possession actually works in the game. In the original, there wasn't much risk to it. You could stay in the same body and keep trying to possess a new one, and there were no consequences to failure. I didn't really like that, since in almost no case is it a better idea to stay in your current body vs. get a new one.
So, I changed the way it works. Now, you always leave your body when you try to possess something, even if you fail. Additionally, the ghost will zoom to the new body, and you'll be next to them if you fail! Now, the body you try to possess will be stunned, so you don't have to worry about them insta-killing you, but other monsters nearby will still be active.
I've also added in projectiles, which are a feature that was sorely missing from the first game.
Pictured here, my test case: a skeleton throwing its own bones at people.
The new game will also feature graphics (though ASCII mode will remain an option). I've supposedly got a friend working on them, but his motivation is a bit lacking, so I've made some pixelly programmer art for the time being just to test out the graphics code. I actually kind of like them.
I also introduced the first new creature of the game: the caretaker! He’s found on the first level, and is a sort of stealth-based character.
He has some unique abilities that aren’t really like anything in the first game. First of all is Undead Repellant, which keeps undead from noticing you (though they’ll still notice you if you attack them!). The second one is Undead Bait. If you throw it at an empty square, it will make nearby undead congregate around it. But, if you throw it at another creature, it will make all nearby undead attack THEM instead!
(Unfortunately, after taking the screenshot I noticed that the creature will also attack ITSELF, so that needs to be fixed).
The release date is set for July 18th! See the Steam store page here: Steam page If you're reading this and are a interested in reviewing/streaming/LPing the game, drop me a link to your previous work in a PM or at contact (at) weirdfellows.com. Size of your audience isn't an issue.
Keep up-to-date on the Facebook page or Twitter for the latest news. I update them more often than making a full big post here.
Reading through this thread, you might see the game referred to as "Possession 2," because that's what I was originally calling it, but now it's just Possession.
-----------
Original Post:
I'm working on a sequel to the 7-Day Roguelike I made this year (well, at the time of posting anyway...after tomorrow it'll be last year) Possession.
I've actually been working on it a while, so I've already made some Dev Blog Posts about it, which I'll be summing up in this post. The actual blog posts contain more info, so check that link out if you want to know more.
Anyone who played the old game and has suggestions, please feel free to comment, too! (I'll make a post a little later describing some more of the changes I'd like to make).
The main thing that it's going to add is more content and variety, but I've also changed the way that possession actually works in the game. In the original, there wasn't much risk to it. You could stay in the same body and keep trying to possess a new one, and there were no consequences to failure. I didn't really like that, since in almost no case is it a better idea to stay in your current body vs. get a new one.
So, I changed the way it works. Now, you always leave your body when you try to possess something, even if you fail. Additionally, the ghost will zoom to the new body, and you'll be next to them if you fail! Now, the body you try to possess will be stunned, so you don't have to worry about them insta-killing you, but other monsters nearby will still be active.
I've also added in projectiles, which are a feature that was sorely missing from the first game.
Pictured here, my test case: a skeleton throwing its own bones at people.
The new game will also feature graphics (though ASCII mode will remain an option). I've supposedly got a friend working on them, but his motivation is a bit lacking, so I've made some pixelly programmer art for the time being just to test out the graphics code. I actually kind of like them.
I also introduced the first new creature of the game: the caretaker! He’s found on the first level, and is a sort of stealth-based character.
He has some unique abilities that aren’t really like anything in the first game. First of all is Undead Repellant, which keeps undead from noticing you (though they’ll still notice you if you attack them!). The second one is Undead Bait. If you throw it at an empty square, it will make nearby undead congregate around it. But, if you throw it at another creature, it will make all nearby undead attack THEM instead!
(Unfortunately, after taking the screenshot I noticed that the creature will also attack ITSELF, so that needs to be fixed).