Possession Post-Comp Version 1.1

Version 1.1 is released!
Mostly interface changes and fixes, the only real gameplay change is that monsters won’t cast spells on you when you’re a ghost (because it’s basically an unavoidable insta-kill).

Mac Executable
Windows Executable
If you’re using Linux (or have the LÖVE interpreter installed), you can download the .love file (requires the LÖVE interpreter to play). You could also try running the Windows Executable under WINE.

Full list of changes:
– Friendly and enemy summoned mushroom men are now different colors.
– A new “options” menu, which lets you switch the game to/from fullscreen, change the resolution, and change the keyboard refresh rate.
– You can set your name and gender when starting a new game.
– Clicking an adjacent enemy now attacks it as well as targeting it.
– Gameplay tweak: Creatures will not cast spells on you if you’re a ghost (it was just too cheap otherwise).
– Fixes:
– Changed the pathfinding algorithm so that monsters will move through diagonal spaces.
– Fixed various typos and inaccuracies.
– Moving into a wall no longer wastes a turn.
– Allied monsters now attack enemies next to them. They still won’t chase them unless the player sets the enemy as a target (this is intended).
– Trying to move the targeting cursor through an unseen area no longer resets the cursor.

Possession Bugfix Update

Just a small update to fix the only bug I’ve had reported, namely that possessing a summoned zombie caused the game to crash. If you have a saved game WITH summoned zombies and try to possess them, it’ll still crash, but any new games (or really, any new zombies) will be safe and unpossessable.

Since my success post wasn’t a very exciting announcement either, I’ll put more info here.

In Possession, you play as a ghost escaped from the Nether Regions, trying to make your way to the surface. You are incredibly frail, but have one advantage: you can possess the bodies of the monsters you encounter.

Features:

  • 5 levels, each with unique possessable monsters
  • A wide variety of creature powers
  • Exploding bodies!
  • A somewhat modern effects and GUI (ie you can use the mouse)
  • Item-less gameplay
  • A high score table, for tracking your wins
  • A monsterpedia, which tracks the details of the monsters you’ve possessed
  • Quick to pick up and play

Screenshots:

Mac Executable

Windows Executable

If you’re using Linux (or have the LÖVE interpreter installed), you can download the .love file (requires the LÖVE interpreter to play). You could also try running the Windows Executable under WINE.

Possession – Success!

My 7DRL game, Possession is done!

In case you missed my earlier posts about it, in this game you play as a ghost escaped from the Nether Regions, trying to make your way to the surface. You are incredibly frail, but have one advantage: you can possess the bodies of the monsters you encounter.

Mac Executable

Windows Executable

If you’re using Linux (or have the LÖVE interpreter installed), you can download the .love file (requires the LÖVE interpreter to play). You could also try running the Windows Executable under WINE.

It’s been a busy 7 days, and now…I’m going outside.

Possession – Days 5-7

For more information on Possession, you can view my Day 0 Post.

Days 5 and 6 were mostly content, but I didn’t get much done in general because of work. I had today off, though, and I’ve been working on it all day, and…

It’s basically done. I’m kind of stunned.

I mean, there are still a few bugs to work out, I still want to do more playtesting and balance tweaking, and I still have to get it ready for distribution, but all of that is completely doable by 3pm tomorrow.

Even if something happens and I have no time to work on it after right now, it’s totally playable in its current state. You can win, you can lose, it saves your progress, there’s a high score table for your winning games.

Here’s the main screen. It’s hardly award-winning, but it works.

possess9

You’ll be able to play it tomorrow.

Possession – Days 3 and 4

Mostly been cranking away on content these past two days. A few days ago when I wrote up a list of the creatures, I split them into 5 creature types per level, and a total of 5 levels. I’ve now finished all of the creatures up to level 3, and what I’m hoping is that I’ll actually be able to put more than 5 levels in, since with just 5, the game’ll probably be pretty short. At the very least, putting in new content should go a lot faster now, since I should have pretty much all of the backend stuff done that I need.

Of course, I also have to do the menus and such at some point, and the list of “bugs to fix later” is getting larger and larger, so we’ll see how long that takes before I start committing to new content. Ugh, bug fixing. Anyone who tells you game development is just playing has no idea what they’re talking about.

The problem with working on content is that I want to show it off, but also don’t want to spoil too much. Many of the creatures have special abilities, but I want their use to be a surprise. Here are a few, though:

possess6 possess7 possess8

Possession – Day 2

Didn’t get much done today. My phone didn’t change for DST, so I ended up waking up at used to be my normal waking time, which was now an hour later, and I had to be at work earlier than usual.

I did make it so that spells can be cast on areas (before they could only be cast on creatures), and wrote “friendly” monster AI, which combine to result in this:possess5 zombies

Possession – Day 1

It’s actually currently day 2, but I didn’t get this post finished until today so I’m posting it now.

Official Start time: 2:00 PM, March 9

Official End Time: 3:00 PM, March 16 (Later because of DST)

Since this is day 1, it made sense to me to focus today on the main mechanic: the possession! It didn’t take very long to get it at least somewhat working:

(Click images to view full size)

possess1possess2

But what happens if you possess a creature when you’re already possessing one? What happens to the body you’re leaving?

Why, it explodes of course.

possess3

As you may have noticed, enemies that are caught in the range of the explosion will get hurt. Even killed. I have no doubt you will find a way to use this to your fullest advantage.

The combat system started out pretty deadly, because the player was exactly the same strength as the monsters. I thought that’s what I wanted, but it also means they get killed about as easily (and as often) as a regular monster does.

So, an enemy possessed by the player is now going to be slightly stronger than it would be regularly. Not too much stronger, though…you’ll still find yourself swapping bodies a lot, but that’s OK. I want the bodies to feel disposable. I guess this game is a transhumanism metaphor?

On that note, I hadn’t really spent much time thinking about the content, and the enemies you’ll face, so I did a lot of that today. There’s going to be a lot of special abilities that different enemies have, which you will in turn acquire when you possess them. The tone is also coming out very tongue-in-cheek as well. I wasn’t intending it to be a humorous game, but it looks like I’m cursed to only be able to write funny descriptions. That’s OK, though, the exploding corpses grossed/weirded me out enough that I’m not sure I’d be comfortable with the game if it was taking itself seriously.

possess4

So, all in all, a very productive day, which is good, because it’s probably the only one during this week that I don’t have anything else to do.