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Prometheus Wept News

A quick check in!

Hi again-

I hope you're doing well. I'm still working on the finale for act 1, specifically, on the options you can pursue to strengthen your chosen faction and weaken the enemy before the showdown starts.
The options available include purchasing equipment, recruitment, training, intelligence gathering, acts of sabotage and more. There's a lot of work involved – hopefully the effort will translate into a good game experience. Here's a couple of early screenshots of the... *ahem* re-education centre in Sunny Pines.





I'll check in again in another month, at which time I'd hope to be well through the pre-finale gameplay. In the meantime, if you have any questions or comments, do let me know :)
All the best,
Daithi

Dev Update Aug 23: Convoy Ambush!

Hello again!

I've wrapped up the rebel side of the food convoy mission. Here, you will ambush and attempt to capture a food convoy destined for Sunny Pines. Below, you'll find the dev log in video and text format.

[previewyoutube][/previewyoutube]

[h2]The Mission:[/h2]
This scenario is comprised of three battles. In the first, assisted by rebels, you must halt the convoy and incapacitate as many guards as possible before it flees the map. You can carry out a variety of beneficial actions, such as chopping down a tree onto the convoy's path to occupy some of the guards in clearing it, or making caltrops to slow the truck. Any guards not incapacitated will join the defenders of the next encounter.

Using Time Units to chop down a tree in the convoy's path will force some of the escorts to focus on clearing it, rather than on you.

The second battle tasks you with assaulting an entrenched enemy at the militia outpost the convoy has retreated to. You will be joined by Gordina, the awakened, old world postal robot, who is a skilled tactician and very durable, but cannot be repaired in combat. The defenders have destroyed the bridge and your options will include searching for traps, building pontoon bridges to de-risk the river crossing, and sneaking some troops across the river bed.

Having an awakened old world postal robot on your side isn't going to hurt!

The militia have more firearms, but you have access to an off-map smoke launcher, which can deploy smoke at no cost, once per turn. After defeating the militia, your departure will be interrupted by a final attack, where you will lose the convoy if defeated. Failing to capture the convoy, or losing it will have a substantial impact on the act finale.

You have a number of options at your disposal to crack the militia outpost's defenses!

[h2]Additions:[/h2]
From the start, I've operated on the belief that gameplay variety is one way to elevate the game experience. To facilitate continual gameplay variation, minor and major, a number of new features have been added.

The convoy type mission, which can be played as escort and ambusher is the most significant addition. These missions appear occasionally through the game, and will play a significant role in act 2. Changes to AI behaviour were required for computer controlled characters to balance maintaining a distance to the convoy and attacking.

The convoy's militia are much better equipped than your rebel troops

Time Units, a resource which allows you to manipulate the battlefield in your favour were also introduced. This facilitates a series of choices, rather than a single choice, being made to shape the upcoming combat, and greatly improves tactical depth. Some of the choices available in the convoy missions include blocking the convoy with an obstruction, destroying bridges, creating them, placing sandbags, placing traps and detecting them.

There are now two ways to deploy your troops prior to combat. When you have map control, dialogue options may allow you to move your characters X number of tiles before combat begins. In cases where you lack map control, or are preparing an ambush, you can use skills to unlock new tiles to deploy to – for example, by using lockpicking to gain access to a building, you can open up more advantageous deployment slots for your troops.



These recent additions all contribute to a deeper bag of tricks I can use to improve gameplay variety. It's a time consuming approach... hopefully the results will merit the effort :)

That's it for this dev log. I'm going to start working on the finale for act 1, and worldbuilding, and will check in again in the near future. Thanks for reading/watching, and if you have any questions or comments, do let me know!

Dev Update June - July 23: Militia Food Convoy & Release Schedule

Hi again!

I've wrapped up the food convoy mission, as played from the militia side. This mission puts you in charge of a small unit of Sunny Pines militia tasked with transporting a desperately needed food shipment to Sunny Pines. Below, you will find a brief summary and a dev video, should you want more details.

[h3]The Mission:[/h3]

Aware of a hostile group are trying to overthrow the leadership of Sunny Pines, and running out of food, you are tasked with escorting the food convoy from Rawlston Farm to Sunny Pines. This is a combat focused mission, with three battles. The first battle introduces the vehicle escort mission type, while the latter two focus on modifying the battlefield to your advantage (through destroying bridges, placing sandbags or mines) to better defend a stationary truck from attacks.







[h3]Early Access Release:[/h3]

I've tried increasing my working hours over the past two months, to see if it would be possible to release before the end of the year. Unfortunately, no matter how many hours I throw at it, it just won't be possible. If you've been patiently waiting on the game, I'm sorry to disappoint you. My expectation is to release around Apr - May of 2024, which is further explained in the video.

[previewyoutube][/previewyoutube]

Thanks for reading, and if you have any questions or comments, do let me know!

All the best,

Daithi

Whispers of the Old World Mission Complete!

Hi there,

I hope you're doing well! I've finally wrapped up “Whispers of the Old World” in which you investigate a mysterious old world bunker, and run afoul of its guardian, Hec8. Here's a brief development video covering recent work on the game, and more information can be found below.

[previewyoutube][/previewyoutube]

[h3]The Mission[/h3]
Whispers of the Old World is a more story focused mission, with a number of routes through a hostile environment controlled by a deranged artificial intelligence. As such, there's a ton of scripted events, and a boss fight which can be approached in a number of ways. These two factors accounted for the majority of the time spent working on the game.



[h3]The Boss[/h3]
To defeat Hec8, you can either face it solo in cyberspace, while your allies protect you in the physical world, or overcome the automated security, and destroy the servers on which it resides. You can also opt for a simultaneous attack on both fronts. The battles on the cyberspace and physical layers are interconnected, so if you destroy a server, it affects Hec8 and any automated security, while damage to Hec8 debuffs automated security.



I wanted to avoid the boss battle being determined by the character with the highest stats, so Hec8 goes through a number of phases of attack, utilising special abilities which can be countered with your own cyberspace scripts.

[h3]Script Lab[/h3]
To make this work, I added an interface, much like the crafting screen, which allows you to create and upgrade cyberspace abilities using the software engineering skill. The file size of the scripts increases as you develop better versions of them, and the number of scripts you can load is determined by the amount of RAM in your data warfare suite.



[h3]Combat Drone Added[/h3]
Combat Drones have been added to supplement the static defenses provided by sentry guns. These are hard hitting units, which hover, and are thus unaffected by any tile affects, such as fire.



[h3]What's Next?[/h3]
I'm currently working on the food convoy mission. This is the first mission which can be played from two sides, that is, supporting either the rebels or the militia. It's likely to take longer than a regular missions but it's unlikely to be as time consuming as Whispers of the Old World.

As always, please feel free to ask any questions, or share your thoughts on the game. Have a good day!
Daithi

Updated Windows Demo Now Available!

Hi!

A quick note to let you know that an updated Windows demo is now available. This demo fixes the issue with crafting weapons, and adds a couple of missing textures. If I don't hear of any moderately severe bugs in the next few days, I'll work towards releasing the Mac and Linux versions of the demo.

All the best,
Daithi