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We are back! There is still a lot to talk about, although I might not be able to touch on everything before the demo release, we'll see. First, I want to briefly show how the hacking mini-game looks:

If you played Deus Ex: Human Revolution, this is a somewhat similar concept, but turn based: You have a point of entry, a fixed number of turns, and a series of nodes you can "conquer" to access the adjacent ones. Capture all the security points, and you gain access to whatever you are hacking.

You'll have tooltips, of course, so this should be pretty easy to figure out in-game. You also get some "software" you can use once per hack, to make things easier (like, capturing a node without spending any turns, gaining extra turns based on certain conditions and so on), and I'll probably add a few more you can buy later on. It should be simple, but fun to mess around with (being turn-based should avoid making the mini-game frantic or too difficult as well).

Also, I added backgrounds to the combat (as I talked about in the comments last time):

As you can see, I darken the background, to avoid it "popping up" too much compared to the combat UI. I think that's a reasonable compromise. In fact, that's the same technique I use for certain conversations:

Since in certain areas the art isn't setup for characters to talk as if they are part of the background, or can't stand in front of it without looking out of place, or other situations where it simply doesn't make sense (like talking to a bartender and having her in FRONT of the bar), I make the background a bit darker and show whoever you are talking with in the forefront. I think it looks reasonably well, and at least it doesn't require any extra art.

There is another mini-game in theory, but I have some doubts about the UI and the visuals, so it's still not ready to be shown (although functionally it does what I need at this point). It's effectively a simplified "pixel hunting" situation, where you have to examine a still image and find clues in it. It uses a grid, so you don't have to click on individual items, but you click each square instead. I am still considering if I should include extra commands when you click a square (like "zoom" or "analyze", for example) to have more interactions, or if I want to keep it simple.

I think I have shown most of the relevant UI at this point, so maybe I'll talk about the first planet and some of the NPCs next time. Hopefully I am not forgetting anything, but as always just let me know in the comments and I'll reply there (or include the topic in the next TOTDC 2 post, if it's something that requires a longer conversation). ^_^

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PickerPatron

Assuming I’ve understood it correctly, the hacking minigame looks pretty easy. I really like the interface, although I can't see how you could lose 😁. At least it’s not as hardcore as the lockpicking minigame in Gothic 1 Remake 😱. As for the combat, will it be more complex than in Caliross? Two possibilities come to mind: one with fixed encounters and another with random encounters scattered everywhere, where you can use stealth to avoid some of them; though not the Boss fights. It certainly doesn't look tactical though, since you can't see the approximate damage for each weapon and the fights will likely be short, given the limited number of grenades. However, it seems much more complex than the hacking minigame. I like the dialogue menus just the way they are, very clean 😎👍. Overall, I imagine the combat will be more complex than in Caliross, but map navigation will be simpler. As for fetishes or scenes, since the setting is futuristic rather than magical, there isn't room for the same kind of wild stuff found in Caliross, we'll see 😁🙏.

mdqp

The idea behind it is pretty straightforward. Of course, level design is what can make things trickier. For example, one of the "puzzles" already in the game has two targets and two paths, and that one requires you to use at least one of the software effects to complete it. Things can become as complicated as I want them to be for the hacking mini-game, although I'd like to keep everything contained in one screen (to avoid forcing players to scroll around to see the full picture). Edit: (Almost forgot to reply to the rest of your message XD). You can calculate the damage pretty easily in TOTDC 1 and 2: It's weapon power - shield power (of the target). There is still a random percentage and some of the traits give extra bonuses (perceptive gives a +1 to the damage and lucky makes it so you can't roll the lowest number for the random part, effectively giving a +1 in most cases), but it's one of the more straightforward systems around. Maybe I should show your own weapon power somewhere in the combat UI (right now it's only visible in the status screen). Note that shield power is different than the shields the target might have (shields are effectively a second health bar, while shield power affects how effective your weapon is at dealing damage), that over damage when you take down the shields doesn't transfer to health damage (it it's done in one shot) and that the game offers regular and bypassing ammo (bypassing ammo deals damage to health directly, but at half the damage). This means that enemies, by default, are already separated into 4 categories: enemies that take more damage from guns or shotgun (weak shield power takes more damage from guns) and enemies that are faster to kill with bypassing ammo or regular ammo (the possible combinations are 4). I could in theory add more variety in the ways enemies behave, though, and if people have suggestions I could always implement those. I'd like the drone I'll add for Celeste to have some programmable behaviours, so everyone can customize what it does to an extent, but we'll see (it might be more work than it's worth). The combat was originally designed to be fairly quick, and I'd like to have more ways to avoid combat, if possible (although some battles will be mandatory). For the fetishes, there are still going to be some wild things, albeit different. The protagonists are also very different, so there should be room to keep things exciting.