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 ->