Sequel progress and unexpected delay


Oh hai!
It's been a long time since I posted anything on Itchio.

Anyways, wanted to write a quick devblog, because i'm currently about 90% done on "Geometrical Hitman 2"
A sequel that continues the story of the game, months after the events from the first game.



Replying the first game is not mandatory, as it's a separate story from another 
character from the geohitman universe.
A character that was namedropped twice, but never appeared in the first game.


Chester, a clumsy, selfaware character that decided to help the character from the first game to complete one of its hits.



That being said, the main campaign is done (it has been for a while), i'm currently working on the cutscenes, that may take me some weeks.

The game was originally going to be a prequel, then I was missing Pyra not being part of the game, so decided to rewrote the whole story and make it a sequel, so she can be part of it.
That also meant, that I had to redo few cutscenes that were in progress back then.




The game makes heavy use of scripts. That also led to an unexpected engine bug where saving could duplicate monster spawns or make them invulnerable.
It is an engine bug and it has no solution, so I was wondering if it was worth to redo the whole game into doom or something, so I experimented with that. At the end, decided to find a workaround to the bug and continue on the efpse engine.

Each time you complete a level, you'll start an "inbetween level" or what I called a "Safe spot save area", which is a single room, no monsters included, it goes directly into the exit.
That way, you can save the game before starting a new level, since no monsters are there, the engine bug won't affect you, at least on the safe area.
It is suggested that you complete a full level and enter a safe area before saving, levels are short, so it shouldn't be that big of a penalty, but it's the only workaround I found to that bug.




Aaanyways, 9 new levels, plus the geohitman1 campaign included, 4 skill settings, 4 new guns, some new enemies and improved cutscenes!

Lesson learned, make more simple and less ambitious games on efpse engine next time.


I hope to release the sequel on either halloween, or christmas.
Aiming for halloween, but still have a bunch of unfinished cutscenes. I'll try to have a werefrenzy style final boss. IDK yet though.


In the meantime, have a 7 months old video, 2 minutes gameplay of the game.
Video is outdated, but it still shares most of the action from the current version.


See ya next time.
- Alphaent.

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Comments

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(+1)

great game wanted to ask where do you place the loop script for it to loop check source files but couldnt spot the trigger.Will appreciate the feedback and thanks for sharing source files for learning

I'm not sure I entirely understand your question, Do you mind giving me an example of what you mean by that?

There's also the possibility that the script gets loaded by either interactive npc's, or walkable grid/terminals.
It is also possible to program custom animation behaviour on enemies and guns, but that's way more advanced.

Appreciate you responding thanks...noticed they was a constant health drain mechanic  you made meaning there is  a loop running to drain hp  since that opens up alot of possibilities what can be done with engine if we able to make a script loop during game play.i checked the hptester.script  in unused got the concept now where to place it  test if loops working.when i used triggers or walkable scripts only run once unfortunately or was i going wrong somewhere

Ok, so about the health drain mechanic.

"Geometrical 1" doesn't feature a scripted drain mechanic as such.
It just uses a bunch of damaging sectors placed across the whole level.

That explains why things like door, decorations and areas where monster spawned don't make any damage, can't place two things on the same square.
Also, damage floor sectors can't be configured at all, so it makes random(3,9) damage each second at random.


Now, that being said, "Geometrical 2" actually features a more robust drain mechanic, it no longer uses damage sectors, it makes 1-2 dmg each 2 seconds and it only works on nightmare skill, so both the challenge and the mechanic is now worthy and more achievable.

So, in order to activate the script, I place a decoration at the very beggining of a room, to force the players to interact with said decoration before proceeding to the whole level.

That decoration becomes an unkillable monster that does hitscan damage, hitscan goes through walls, so that assures you constant damage regardless of where you are.
And since it's a monster, I can actually adjust both damage frequency and amount.
The engine has a randomizer of sorts, so never expect an accurate value.

So, it is doable via engine exploits, but it's quite hard to nail.

(+1)

Thankyou for you explanation  and was my first guess logic wise of an invisible monster doing damage  in a room but to learn in life learn to ask now that you have explained it ,i can still use the idea to exploit even more,you source code was very helpful to learn more.will try to test what you have said and looking forward to the new updates in the new engine

Yeah, I guess I should mention that the unused drain code I released on geo1 is not being used on geo2 and it was remade from scratch, as it's mostly a "monster" type of code. (Hacking a monster behaviour to loop damage after 2 seconds on death sequence. I haven't released the full version of geo2, so the code for it is not released yet, but I plan to do so, after the full version is released, just like i've did with geo1.)

(You can hear a low-pitched voice looping in the background while playing. hitscan has random chances of missing the shot, but still adds to the pressure, as hp drops gives you less points than the first counterpart.)