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Prometheus Wept News

Prometheus Wept Dev Log Sep to Oct 22: New weapons, perks, shopkeeper, crafting

Hi again-

I've just completed the work for the current update. The focus has been on content, wrapping up the crafting system and adding shopkeepers. Feel free to check out the video / text info on the update, and do let me know if you have any feedback or comments.

[previewyoutube][/previewyoutube]

[h3]Content: Weapons, Crafting Recipes & Perks[/h3]
Eight weapons, around 30 crafting recipes and 15 perks have been added to the game, which more or less completes the content required for the updated demo.

My last game, Vigilantes had weapon tiers, and each new tier largely rendered the previous tier obsolete, or at least sub-optimal. This resulted in there being a handful of optimal weapon choices at any time. For Prometheus Wept, I'm aiming to make nearly all weapons viable for the entire game, and for weapons to have unique traits to differentiate them from one another.


The cleaver provides greater bleeding damage, and additional damage against animals.


Baseball bats do high damage, and additional damage when targetting an enemy's head.

A scattering of perks have been added to the game, and the perk UI has been updated. Where possible, I've made perks more deterministic, so for example, rather than a 20% chance of a free attack, every 6th attack costs no action points.



[h3]Systems: Shopkeepers & Crafting[/h3]
If you played Vigilantes, you may remember that there's a single, off-map shopkeeper in the game. Prometheus Wept requires multiple on-map shopkeepers, so I've added code to support this, to start the trade interaction, along with saving, loading and managing shopkeeper inventories. In Vigilantes, there were separate buy and sell screens for the shop and merged the old buy/sell interface into a single screen.



I've also worked on crafting system, improving the display of information and adding the ability to upgrade weapons and armour, after they have been crafted. Some layout and visual adjustments aside, this wraps up one of the more complex systems in the game.

The main parts of work to be completed for an updated demo are balancing and testing, which I'll start working on next. I'll keep you posted on progress, and if you have any questions or feedback, let me know!

All the best,

Daithi

Prometheus Wept Dev Log June - Aug 22: Act 1 Mission 4, World Map, Illustrations

Hi there,

I hope you're having a good day. It's taken longer than I'd hoped, but Act 1, Mission 4 of Prometheus Wept is complete. Here's the development video, and you'll find additional information below:

[previewyoutube][/previewyoutube]

[h3]Act 1 Mission 4:[/h3]
In Act 1 Mission4, you are charged with locating Dr. Kreisler, who has gone missing under unusual circumstances. You begin by visiting multiple locations in Sunny Pines, including Kriesler's house, to search for clues.





Once you've narrowed down the search area with clues, you get a number of search attempts to locate the missing doctor. Along the way, you'll encounter a number of unusual gangs, who have formed as a result of bizarre misunderstandings about the pre-virus world.





If you managed to find enough evidence, you will locate Kriesler. If not, Sunny Pines will have to do without him. Either way, you will encounter an usual entity with big plans for Sunny Pines, who will either join your party or serve as the primary antagonist of act 1, depending on your choices.

[h3]Release Schedule:[/h3]
The intention is to release an updated demo for Kickstarter backers in the coming months, to participate in the Steam Next Festival in February, and to release on early access in Q1/2 2023.

[h3]Work on Illustrations:[/h3]
All of the 40+ character illustrations have been improved, as have some dozens of the item illustrations.



[h3]World Map[/h3]
Code to implement the world map has been added, as has a provisional map for act 1.



That's all for now - sorry this update was delayed - I appreciate your patience and will check in again next month :) As always, feedback is welcome!

Talk soon!
Daithi

Prometheus Wept Dev Log April 2022: New Outlaw Gangs and Maps

Hi!

Below you will find the dev log for April 2022. I've made good progress on act 1 mission 4, where you must locate the missing Dr Kriesler by finding evidence, questioning people and searching for him. It's a big mission, which spans multiple locations and introduces two new outlaw gangs.

One of these gangs is the Blue Screen of Death Tribe. They believe the virus that wiped out all digital technology in the mid 21st century was a divine manifestation, which sought to free humanity from the shackles of technology.

How you handle act 1 mission 4 has numerous consequences. Whether or not you can locate Kriesler will have repercussions. You will also have to choose which of two factions to support, which will in turn decide which of two potential allies will join your party.

[previewyoutube][/previewyoutube]

Key Points:


- 2 out of 3 maps required for this mission are complete
- 4 out of 10 character models have been created, optimised and made game ready
- Started second draft of writing
- Added 2 new outlaw gangs
- Spent a fair bit of time on unavoidable company admin work :/
- The company admin work is finished now :)

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

All the best,

Daithi

Prometheus Wept Dev Log Feb-March 2022

Hi there,

Below you'll find the development video for Feb/March, which focuses on the addition of act 1 mission 3, where you must negotiation a food shipment to ease the crisis in Sunny Pines.

[previewyoutube][/previewyoutube]

Key Points:
  • Act 1 Mission 3 is complete.
  • Act 1 Mission 4 is designed in depth, with an initial draft of the writing
  • Wolves have been enhanced with traits, and alpha wolves have a unique, activated skill
  • Temporary allies can now be killed and permanently removed from the game
  • Added a relationship system
  • Created final versions of Sunny Pines Militia and Rebel character models
  • Improved the code for saving characters, managing conversations,


You can find a number of links through which you can support the people of Ukraine, in the comments section of the Youtube video.

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

All the best,

Daithi

Prometheus Wept Dev Log Jan 2022

Hi!

Here's the development log for January 2022. The focus this month has been on creating and adding the content for act 1. In particular, an optional objective, to discover the source of the outbreak in the Drag, and the second mission for act 1 has been added. All the groundwork is in place for act 1 mission 3, including an extra map which was created earlier this week.

[previewyoutube][/previewyoutube]

Environment weapons have been re-introduced, including an energy cell, which can be wirelessly activated by the protagonist to damage nearby enemies, and the lethality system has been revised.

Before I go, some of you may be aware that Brian Fargo very kindly gave Prometheus Wept a mention on Twitter, so I wanted to return the gesture in a small way by mentioning Wasteland 3, which is currently heavily discounted on Steam. I finished Wasteland 3 late last year and had an absolute blast with it - it does everything really well, but in terms of the setting and characters (homicidal Ronald Regan AI anyone?), it makes other RPGs feel flat and dull in comparison. It's well worth a look if you haven't played it!

https://store.steampowered.com/app/719040/Wasteland_3/

Talk soon,

Daithi