Webmaster Edit: WARNING
This topic is being kept for historical reasons. It has been strongly suggested that the development of this game was
just an hoax.---------------
SERIAL KILLER
roguelike
This is my first attempt at creating a roguelike, and I've been working on it off and on for nearly five months now. It began as a Dexter roguelike, though I recently decided to generalize the game. As the title suggests, you play as a serial killer. The concept is grisly, though I wanted to try something unique when I started making it.
It's still early days though I have a
video that demonstrates some of the core features that I've implemented thus far. It uses a graphical tileset that I scavenged them from various free sets. I'll add better tiles at a later point.
Current features :*
Basic material system and combat, heavily inspired by Dwarf Fortress. I've made skin, blood, oxygen and vital organ\artery layers, with more to come. You can remove any limb (eventually any vital organs as well), and characters can die from blood loss or suffocation. A limited number of bones can be broken at the present, but all it does is create pain which raises the chances of stunning and incapacitation. The system is considerably buggy at the moment. I recently bit someone and his entire body basically exploded into individual pieces.
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Character stats. Strength, agility, intelligence, charisma and attractiveness, health, sleep level, fatigue level and mental state are implemented. Mental states change depending on your actions and surroundings and will eventually be influenced by other factors like alcohol and drug use.
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Basic line of sight and stealth. Will be overhauled down the line.
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Crime tracking. Crimes in progress are tracked while you're committing them. These crimes will disappear if you go unnoticed. If a witness spots you committing a crime, they will call the police. If you commit a crime and leave the area before a cop or anyone else notices you, the crime disappears.
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Weapons. Only a limited number so far. Basic attacks are punch, kick and bite. Slashing weapons are implemented. Guns are there, though they are massively bugged at the moment.
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Targeted attacks. Attack specific body parts, with varying chances of success (and different effects) depending on your strength, agility, opponent and weapon. Characters can block your blows and can attempt to take your weapon from you.
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Basic AI. Civilian characters will either run, attack you or call for help when they spot you committing a crime. Victims scream at various volumes depending on what you're doing to them. Neighbors \ witnesses will call the police if they hear these, as demonstrated in the video. The current police are merely placeholders that spawn at the edge of the test district, moving to the scene of whatever crime you were seen or heard committing.
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Evidence. You can leave evidence at the scene of the crime, like bloody shoe prints, hand prints, bodily fluids, so on. There are no repercussions... yet.
The eventual goal is to create a large city with a day and night cycle, populated by NPC's who adhere to schedules. The NPC's will be clustered into factions (civilian, police, criminals, so on), so you can, if you wish, play like Dexter and find criminals to kill rather than civilians. I also plan to add day jobs that you can use to make money, as well as real estate to buy.
The police will eventually be overhauled, and they will investigate evidence you leave behind and try to establish a profile. The heat you receive will drastically increase if you kill people openly or fail to dispose of bodies before they are found. More heat will mean more police officers on the street, faster arrival time for police traveling to crime scenes and so on, which should provide a considerable degree of challenge.