Prisonscape Alpha 5 Release

NOTE: Release notes might contain spoilers!

Release Notes

Game

  • [PS-25] – [County Jail] Add POIs to west wing
  • [PS-26] – Add item ‘Body Butter’
  • [PS-29] – Enable player to skip a whole cutscene
  • [PS-30] – Implement sound effects v1
  • [PS-36] – [Sewers] Add Mancini’s death cutscene
  • [PS-39] – [Miranda] Write dialogue for ‘Harris’
  • [PS-41] – Add comic book talk for Lobster
  • [PS-42] – Add dialogue options
  • [PS-43] – Remove cutscenes from T-Bone and Mack scenes
  • [PS-44] – [County Jail] Make sure that the Big Bob quests work properly
  • [PS-67] – [County Jail] Create POIs for the north wing

Engine

  • [PS-31] – Replace Ogg sound engine with MP3 engine
  • [PS-68] – Rework how licenses are referenced in the project
  • [PS-70] – Refactor Direction class to enum

Prisonscape Alpha 4 Release

Trucking along towards beta.

NOTE: Release notes might contain spoilers!

Release Notes

Game

  • [PS-1] – Fix fleeing in combat
  • [PS-18] – Add a boot option for directly loading a save game
  • [PS-19] – Put combat variables into combat.properties file
  • [PS-20] – Implement a “Quit game?” pop-up
  • [PS-21] – Remove ‘Literacy’ skill from the game
  • [PS-22] – [County Jail] Finish storyline for both factions
  • [PS-23] – [Miranda] Add experience to quests
  • [PS-24] – [Miranda] Finish ‘Krokodil’ quest
  • [PS-37] – [Miranda] Add warden’s death cutscene
  • [PS-66] – Fix character stats in debug view

Engine

  • [PS-63] – Split editor, engine and game into different packages
  • [PS-64] – Implement basic unit tests for editor, engine and game
  • [PS-65] – Implement a better serialization strategy

Prisonscape Alpha 3 Release

This is probably the last bigger alpha release, hopefully the next ones will be out much faster. I had to throw away the previous combat code and think up a better system. Normally I don’t like doing heavy refactoring this far in a project, but it was mandatory (for my sanity) in this case.

Alpha 4 and Alpha 5 will still be heavily concentrated on combat, we are still missing stuff like: animations, particles, sound effects, ranged attacks, henchmen and consequences. Once those are implemented, then we can say “We are looking so damn good”.

List of completed stuff:

Game

  • combat v2: complete refactoring
  • combat v2: new script API
  • combat v2: larger combat levels
  • combat v2: free look
  • combat v2: flee spots
  • combat v2: simple enemy AI
  • combat v2: action turn bar v1
  • combat v2: smooth scroll camera
  • fix bug where item locations are not removed when the item is taken
  • add setPlayerSpawn() to LevelAPI
  • add game debug command: show trigger areas
  • fix bug where player activation line is not aligned properly after a cutscene
  • add trigger actions to trigger areas: STOP_PLAYER -> causes player to stop
  • pass target level as a program argument, not as a property
  • implement zooming in and out
  • implement transitions between all levels

Editor

  • only set the background tile when increasing level dimensions
  • fix bug where tile debug data is not shown when increasing level dimensions
  • pass target level as a program argument, not as a property
  • only show level files that can be loaded
  • implement zooming in and out
  • implement free spawn placement
  • add level editor debug command: show trigger areas

Engine

  • fix all warning generated by -Xlint:all
  • fix compile time warnings
  • fix world object selection in level editor (can still be improved)
  • refactor java2d rendering code
  • refactor opengl rendering code
  • update JOGL

Working on Prisonscape Alpha 3

Short update on where we are at:

It’s looking like the combat system needs to be split into two alpha releases. Currently I’m working on completely refactoring the combat model, adding stuff like side information, custom AI scripts etc. Pekka finished the design of the new combat in September, I just need implement it so that we can start tinkering with the details.

I naively thought that I could build on the existing system but it was just a pile of garbage built fast so that we could demo the combat in general.

Alpha 3 will have the basic system and rules working, and Alpha 4 will have the animations, sounds and other bells and whistles implemented.

Until next time.

Prisonscape Alpha 2 Release

Only took a year to release.

Anyways, I recently started working part-time so that I can concentrate on finishing Prisonscape.

This release contains mostly bug fixes and code refactoring.

List of completed stuff:

– add license attributions (LICENSE file)
– add teleports to level editor
– add trigger areas (game model + level editor)
– fix all bugs found from Alpha 1
– refactor texture atlas creation process
– update all libraries
– upgrade to Java 8
– fix redundant code style issues
– delete useless libs
– update lib folder structure
– update and clean build file

Alpha 3 will contain Consequences and Drug Effects, maybe some improvements to the combat as well.

Once there’s more stuff to show I’ll be posting screenshots on our forums at the RPG Codex.

Prisonscape Alpha 2

Hello hello,

We’ve been working on Alpha 2 for a while now and hopefully it will be out in July.

Alpha 2 will have few engine related things I’ve been working on, mainly a refactoring of our asset pipeline so that, for example, Pekka can add new textures easily.

As for features, consequences after combat is a big one we’ve been wanting to get right. Now fights in Prisonscape don’t matter as there are no real consequences, they guy you killed or injured just disappears without any blowback to you or your status inside the prison.

We don’t want combat to be just another grind for experience and items. Even though we’re not aiming for realism, it would be kind of funny to just slaughter groups of inmates like you’d do in Chrono Trigger or Final Fantasy. We’d like the fights to be harder (and maybe longer) and have both positive and negative effects during the game.

Anyways, stay tuned!

Back to work, you lazy piece of shit

Here’s a confession which to most of you shouldn’t come as a surprise: We have been way too lazy with the game development lately. It would be easy to blame this on realities of life, but it’s not just that – sometimes your work becomes this enormous hurdle
which seems impossible to overcome. When you haven’t worked on the code/script for months, you tend to forget where you were, what you were supposed to do or even what has been done. Because of this, it is challenging to get to that flow-like state where
you bang on your keyboard and something magical happens. Basically, I haven’t done any development for Prisonscape in months.

courtroom-01

It seems that I have been trapped in a world of instant gratification for a while now, and this needs to change. I am actually the only one of the team who had no other than made up reasons explaining the lack of development. It’s not a writer’s block, per se, I just got overwhelmed by the complexity of the game at its current state (you REALLY should make your first game simple!). I got even more discouraged after our first alpha wasn’t very successful due to several bugs and plain bad writing and designing.

riot-scene-big

So, here  we are. A lot of people have already forgotten Prisonscape, and those who are still checking it from time to time probably think that it’s yet another game that’ll never be finished. But I’m not gonna let that happen. We’re not gonna let that happen. I think the game still has crazy potential to become an interesting roleplaying game in a very interesting setting. I think we already we have plenty of great material for the game. I think that at times the writing is good, and the characters are interesting.

I think we can do this, we’ll just have to get back to work. Actually, I already started.

Prisonscape Alpha 1

Hello!

We started alpha testing in the beginning of August, and soon we’ll be releasing Alpha 2. You can follow alpha and general discussion here.

We’re still accepting alpha testers, please only apply if you don’t mind testing a half-finished game. Send email to contact@heaviestmatter.com for info.

Onwards, to alpha!

We’ve been quiet for a long time, but we have not been idle. Prisonscape has progressed slowly but surely towards the alpha phase, which will be started in the upcoming weeks. We’ll also start releasing gameplay videos during the next months, now that we have more elements that are in their final form for the game.

Like with most games, the development of Prisonscape has been delayed for various reasons. In this blog post I’m not going to talk about that, instead I’ll show you all the cool stuff we have done. Some of these are old, some new. Without further adieu, I present Prisonscape:



 

EGX Rezzed 2015 and development news

Pekka will be hitting the road again to show Prisonscape at Rezzed. This year Rezzed will be held at Tobacco Dock, London, UK.

We won’t have a stand there but Pekka can show you a quick demo on his laptop. The reason we don’t have stand is that we feel the game is still in really early alpha stages and it doesn’t have all the features (and polish!) we want to show off. It is getting there, though.

On that note, we discussed earlier that how should we demo Prisonscape in a live setting? It’s not a flashy action or platformer game, some of the game is fairly slow paced where you talk to NPCs and think on how to solve a quest. One solution is that we make a short scenario where the character already has some skills and levels, and then we put you in a tough situation, e.g. you need to solve certain quests in 10 turns or else the character is put in solitary confinement. That’s one idea… do you guys have any suggestions?

As for development, recently I finished saving and loading for Prisonscape. Sounds pretty mundane, but it makes testing the game faster as you don’t have to start over again and again and tell Danny to “Fuck off” (Danny is first NPC you talk to in the game). Now I’m putting in the sweet UI graphics David finished a while ago, and also implementing character levels and experience.

We originally tried to a design where character progress was mostly hidden from the player, but Pekka noticed that the game then lacked a sense of accomplishment, which is really important in RPGs. So now we have “the standard” design of levels and experience: you level up and then put points to stats. Skill training is done by using the skills (e.g. fighting), and also using trainers in the weekly menu, which appears when the current turn (week) ends.

Alright, that’s that for now. Gotta get back to coding ->