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Possession Dev Log – Day 1


It’s actually currently day 2, but I didn’t get this post finished until today so I’m posting it now.

Official Start time: 2:00 PM, March 9

Official End Time: 3:00 PM, March 16 (Later because of DST)

Since this is day 1, it made sense to me to focus today on the main mechanic: the possession! It didn’t take very long to get it at least somewhat working:

(Click images to view full size)

possess1

possess2

But what happens if you possess a creature when you’re already possessing one? What happens to the body you’re leaving?

Why, it explodes of course.

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As you may have noticed, enemies that are caught in the range of the explosion will get hurt. Even killed. I have no doubt you will find a way to use this to your fullest advantage.

The combat system started out pretty deadly, because the player was exactly the same strength as the monsters. I thought that’s what I wanted, but it also means they get killed about as easily (and as often) as a regular monster does.

So, an enemy possessed by the player is now going to be slightly stronger than it would be regularly. Not too much stronger, though…you’ll still find yourself swapping bodies a lot, but that’s OK. I want the bodies to feel disposable. I guess this game is a transhumanism metaphor?

On that note, I hadn’t really spent much time thinking about the content, and the enemies you’ll face, so I did a lot of that today. There’s going to be a lot of special abilities that different enemies have, which you will in turn acquire when you possess them. The tone is also coming out very tongue-in-cheek as well. I wasn’t intending it to be a humorous game, but it looks like I’m cursed to only be able to write funny descriptions. That’s OK, though, the exploding corpses grossed/weirded me out enough that I’m not sure I’d be comfortable with the game if it was taking itself seriously.

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So, all in all, a very productive day, which is good, because it’s probably the only one during this week that I don’t have anything else to do.

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