I kicked this blog off with a post about intending to do a better job of self-promotion, before promptly proceeding to not post anything at all for half a year. This is largely because I received an offer of some contract work very soon afterwards which I spent the following few months on. Gotta pay the bills somehow! I’ve been back working on my own project since July though, meaning I’m well overdue for writing a new post.
Right now I’m working on a first-person stealth game set in the near-future, with the working title of Control Shift. Of all games I’ve played, Deus Ex is almost certainly the one which has most strongly influenced my opinions on game design, and one of the goals of this project is to capture some of the elements of it that I was so drawn in by. As a lone developer I can’t hope to cover the same breadth of simulation that Deus Ex did, but my aim is to distill its overall feel into something simpler. David Pittman’s Neon Struct is perhaps a good reference point in terms of mechanical complexity for how I see this ending up.
Of course, no Deus Ex-inspired game can be complete without some sort of hacking mechanic, so recently I’ve been working on implementing a hacking minigame and I’m fairly happy with how it’s looking: Continue reading “Back In Hack”