Posted in Hidden Asset Videos

Development Video #14

November 12th, 2011 - 3:34 pm

Here, at long last, is the new development video for Hostile Takeover, now featuring my fabulous radio voice!

Watch it in HD!

New stuff in this video:

  • Added a bunch of environment assets
  • Added action icons to show interaction options
  • Changed color of Combat Mode border from red to green
  • Added z-layers and multiple floors in buildings
  • Added elevators to move between layers

There are still some minor bug fixes and optimizations I need to do before I’ll consider the rendering engine done for now. Two of those bugs actually show up in the video — I didn’t notice them until I’d started editing the video.

I’ll be working on making more environment assets next to fill in those empty floors of the building. I’ll probably also be working some more on new GUI elements, such as a minimap in the upper left corner showing the various area types and the location of your target. For now, I’ve got three area types in mind that will be indicated with green, yellow and red and affect how suspicious characters will be when spotting you. Green areas are public areas where other characters’ suspicion level is just the default. Yellow areas are non-public, but also not restricted areas, for example the lobby of an office building. The suspicion level here will be double. Finally, red areas are restricted areas that you’re not supposed to have access to, so the suspicion level of other characters here will be 4x the default.

The point of most missions in the game is to be as stealthy as possible. Your stealth rating for a mission will decrease when characters spot you, or you otherwise draw attention to yourself. So I’ll also be making a Stealth bar for the GUI that shows your current Stealth level, as well as a Health bar and a Noise bar. The latter shows the level of noise you’re generating as well as the environment noise — so that you can set off environment noise such as fire alarms and car alarms to drown out your own noise.



November 12th, 2011 3:34 pm

I love how everyone sees a dead guy and just keeps walking. “Oh, another damn assassin.” – Maybe an option to hide the body?

Also when you said that was the Ubuntu desktop texture, I laughed like crazy. I’m glad to see all companies are using Linux in the future. XD
s long, but its awesome. Also, if I may make a suggestion, all good stealth games need lots of closed spaces and hidey-holes. That Hensley building is really small, with really straightforward open rooms.

Christian Knudsen

November 13th, 2011 3:34 pm

AI and NPC behavior hasn’t been programmed in yet, so they’re just walking about randomly. And the current map is just for testing the rendering engine – it’s not representative of what the finished maps in the game will be like. :)


November 12th, 2011 3:34 pm

The previous comment cropped out my flattering:

I said this engine is better than the fallout 2 engine, albeit it taking a long time. But its really good.


November 17th, 2011 3:34 pm

Hi Christian, I’ve been following this blog (and your TIG thread) since dev video 3 or something. I just can’t help but admire that you’re developing this with Pascal, it was my first real programming language and your blog introduced me to the FreePascal project. Are you just using plain procedural (Free)Pascal here, or are you using ObjectPascal?

And how exactly do you use openGL in this? Could you show a piece of code how you access the openGL headers? Dumb question perhaps or are you using some third party translations of the headers?

Sorry for all nerdy questions, just wanted to know how this is done with FPC, I figured I asked a dude who is actually building something with it. Keep up the great work.

Christian Knudsen

November 18th, 2011 3:34 pm

Yep, I’m making it in plain ol’ procedural Pascal. I’m even using the textmode IDE that comes with FreePascal, since I learned programming with Borland Pascal 7.0 and the identical textmode IDE that came with that! I guess I’m just really stuck in my ways! :D

I’m using SDL to create the OpenGL context and then the OpenGL units/headers that also come with FreePascal (actually, I’m only using two of them: gl and glext). I think I’ll make my next blog post about setting up the OpenGL context in FreePascal with SDL and some basic examples. It’ll probably be a few days before I get the time to write it, though, as I’m currently swamped in work, and my wife and I are moving this Monday, so there’s also a lot of packing to do. :)


November 19th, 2011 3:34 pm

The text based IDE was the first thing I could not get back into… but it sure brought back a lot of good memories. I learned C and C++ in a same dos IDE back then from Borland, although I made the switch to web development in the end 90’s.

Whenever you have time and willing to put something up that would be great, it’s more a technical interest really. You already explained a lot.

Leave Comment

You must be logged in to post a comment.