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Blood Ledger: an 'NES.5' style stealth game that thinks it's a platformer

Started by December 05, 2019 10:19 AM
1 comment, last by eponym 4 years, 11 months ago

If you delight in the paths least traveled, here you go: a 2D stealth game, built with an esoteric engine that began development in the 90s, and looks like it could have been a sequel to Prince of Persia. Add some rich lore, a compelling plot, and the gameplay sensibilities of a more modern game -- Blood Ledger could develop a cult following if it plays its cards right.

What you see here is a quick playthrough of the current alpha, programmed by two people, one of whom is responsible for all the design and graphics you see (as well as the music). It's a shame we can't give you sound at the moment, because the sfx and music are really on point for this, but you can hear the current wip soundtrack here: https://soundcloud.com/eponym_ent/sets/blood-ledger-ost

For the moment it's a hobby project, but as the common assessments from all who've tried it stand, it looks like it *could* develop a meaningful fanbase if we put our minds to it.

Areas you see here:
Introduction: Several maps that walk you through the basics
Demo: A test of your knowledge
Roguelike Room: A fan favorite. This room generates random walls and random guards. Get through the course as many times as you can in three minutes!

For the next alpha, an entire mission will be featured in a three story mansion, whose basic floor plan has already been physically mapped out. After the release of that version, other features built on the current framework will come into play, and the full game will take place in a sizable island fortress. More interesting items will be added - like glass bottles, weapons, and booby traps - and several more types of enemies will surface to give the game dynamics.

What the game is like so far:
Variable movement - Sneaking, walking, running, sprinting
Camera - We have what's called PEEKING, where you can extend the camera out. It stays there until you do something to cancel it.
AI - Guards are designed with a response tree, whereby they determine what level of alarm they're at, and what caused their suspicion. They can see you, hear you, as well as see and hear anything you throw. They will also become curious and deviate from their paths to investigate.
Abilities - You can throw objects (right now just "pebbles") to distract guards. You can also cloak yourself to avoid detection.
Hunger - Different physical activities drain your energy at different rates, so as time goes on it's important to keep up your strength.

We are looking for:

Artists: Maptiles, Characters, Animations
Designers: Story, Situations, Mapping
And playtesters who are methodical, thorough and participate in discussion




Cloaking yourself comes with drawbacks. Your energy drains quickly, and your field of view diminishes.

Comment or PM
eponymous.ent@gmail.com




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