Final Eclipse - June Update


Sorry it has been so long since the last post! This year has been a bit rough personally, and I had lost the gamedev drive for a while. But I’m now back and working on the game again!

Since last time, I re-implemented the air pressure system - hull breaches will spread vacuum to any opened areas and doors. You can use this to your advantage to kill certain enemies (but not all!), but it can just as easily kill you too if you aren’t prepared.

I also finally designed and scaled the ship that you are on through the game. It will consist of about 9 decks, and is about 178 meters long, and 142 meters wide. Not enormously huge, but enough of an area to get lost in, and can be designed in a reasonable amount of time.

Finally, any System Shock 2 styled game needs a good hacking minigame:

It was inspired by the bomb disposal levels of the Ultimate Stuntman on NES. The concept is you need to move from the start to the goal while getting rid of every tile, and each number represents how many times you must move through that tile to delete it. There are also obstacles such as arrows which force you to take a certain path. It is pretty easy to create puzzles for this, and I want to add even more mechanics and obstacles, such as tiles that add to surrounding numbered tiles when moved onto, to make them more challenging. You can see it in action in the Youtube video linked here.

Next up, I want to work on the wireframe automap and finish designing the interiors of all the decks. And of course I still have the save/load system to fully implement. Fingers crossed my next update will not be so long in coming!

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