Tag Archive | ghost

Posession 2: Interface Work and Good News

I’m going to preface this by saying that work on the user interface is probably my least favorite kind of programming. It’s tedious and boring, and doesn’t feel very productive. But once it’s done, it makes a world of difference. Since the first Possession was whipped together in a week, it didn’t have that much polish, though I think it was pretty good for being made in only 7 days. I’d like Possession 2 to be much more accessible, better-looking, and playable, though, so I’ve been doing some work towards that end.

Click to enlarge

Click to enlarge

The sidebars used to just be drawn as a simple square. I whipped up a border to use instead, and also made it adjust based on how much information needs to be shown rather than just taking up the entire side of the screen. It also shows you the special abilities you can use in your current body, and you can now press the number listed to use that ability instead of having to go through the spell screen.

One thing you can see in that picture is something entirely new: A menu that shows up when you right click on an enemy or square. It lists the abilities you can use on the targeted location, which means that the game can now be played entirely with the mouse, if you want. (Actually, that’s not completely true yet, you still have to use the keyboard to go up and down stairs).

Click to enlarge

Click to enlarge

Another other thing I’ve been working on is changing the stat system of the game. In Possession 1, every creature had a “Hit Chance” and a “Dodge Chance. But what made things confusing is that the actual hit chance was the “Hit Chance” of the attacker minus the “Dodge Chance” of the defender, so a 50% hit chance could in reality be, say, a 10% hit chance if the attacker had a high dodge score. This also led to silliness like some creatures having a 120% hit chance. I’ve gotten rid of that, and just gone to a basic “hit skill” and “dodge skill” system. Since those numbers aren’t quite as intuitive as hit chances, the game now shows you the chance of hitting (or being hit by) an enemy when you target them.

Click to enlarge

Click to enlarge

Here’s what the Monsterpedia, which contains information about the monsters you’re possessed, looks like now. In the first game, it was just kind of a jumble, the creatures were just listed in there based on which ones you possessed first, but now they’re sorted by level, and the list is scrollable. It also tracks your stats with the individual creatures, showing how many times you’re possessed a creature type, how many times you’ve exploded one, as well as how many kills you’re made and turns you’ve played as a creature.

I’d like to get some feedback on all these interface changes, which is hard to do without people actually playing with them. Luckily, it actually looks like the game’s going to be in a stable enough state (though still nowhere near finished, content-wise) to release a playable dev version soon. And by soon I mean “hopefully this week.” So stay tuned for that.

Possession 2: New Level Designs and Graphics

Happy New Year! It’s been a while since I’ve posted. Writing devlog posts just kind of fell behind over the holidays, but work has continued.

Today I’m going to talk about the levels. Possession 1 had just one level generator. It worked pretty well, and made pretty good-looking caves, but there wasn’t much variation.

I’ve added some more randomness to the cave generator, so that sometimes it makes more open cave and sometimes more enclosed ones, but I’ve also added three more level generators. They all will receive some more tweaking as work continues, but here’s what they look like so far:

The “BSP Tree“:


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The standard seen in most roguelikes, this generates a bunch of rooms and links them together with corridors.

The Maze:


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Pretty self-explanatory. Generates a maze. To make it more interesting, I remove all the dead ends (except two, where I place the entrance and exit), and add some extra passages and rooms.

The “Drunk Walker”:

"Drunk Walker" level generation.

Click to enlarge.

It needs a little more work to ensure that more of the level is open, but this builds random, more natural-looking tunnels across the level.

There’s more new stuff in levels besides changes in their shape, though. There are going to be special levels (the first of which is almost finished and will be the subject of a later post), as well as modifications that can be made to basic levels, such as adding rivers (of water, lava, blood, slime, etc.) and chasms, or covering the level in (flammable!) grass and trees:


Click to enlarge.

I’ve also written the graphics code for tiles in the levels themselves. There are seperate tiles for walls depending on what other walls they connect to, and various floor tiles to make the level look more varied. You can also see a chasm on the left. Chasms can be crossed by flying creatures, but not by others, and you can knock your enemies into chasms if you have abilities that let you push them around!


Click to enlarge.

Not all levels will look the same in graphics mode, either. Special levels will have special tilesets. For example, here’s the “graveyard” tileset from the first level:


Click to enlarge.

All the environment graphics are pretty ugly, I know…I just made them quickly for testing, the final versions will look better.

Possession 2 Announcement

I am working on a sequel to Possession: Escape from the Nether Regions, the 7-day game I made earlier this year. I’m currently calling it Possession 2: Return to the Nether Regions, because it is a terrible name. Whether it’ll stick or not depends, but it’s growing on me.

I’ve actually been working on it for a while, since the beginning of the month, which is nice because that means I can slack off for a few days and still post up something and pretend it’s something new I’ve been working on. While the majority of the changes will be adding new content, I also am going to make some changes to the basic mechanics of the game, involving how possession works. Specifically, I want to make it so that there’s more risk involved, so that it’s not always the best choice to immediately possess a new individual of the creature you’re already possessing.

To that end, here’s a development version. It has the same content as the old game (though it does have some interface improvements, but I’ll talk about that later), but trying to possess something now ejects you from the old body whether you succeed or not (unless you’re next to the new body), and causes your ghost form to zoom to the new target. If you fail to possess the target, they’re stunned (so they won’t just immediately kill you), but other enemies near them aren’t.

Mac Version

Windows Version (untested)

.love file (Usable on Mac, Windows or Linux, requires LÖVE Client)

This isn’t in the above version, but this is what I got done today. A system for projectiles, and giving ranged attacks to creatures. In this case, apparently a skeleton throwing its own bones at people.

(Apparently I can’t just post the animated image here, click to see it.)

The new game WILL feature graphics, so you don’t have to play with ASCII characters, but I’ve got someone else working on those, so that depends when he gets done. You might also notice some new animation, like the floating damage numbers above the creatures’ heads. I’ll talk more about that later. Also, also, I now use Twitter (it’s for marketing, I swear!) Follow @vaughantay if you want

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