Monday, April 16, 2012

v 0.2.3

* Player can sleep in the bed until stamina is restored.
* Added "bloodlust" parameter in the character stats. It slowly grows with every player's turn until it reaches 80+ and background starts glowing red.
If bloodlust is too high, player turns into "Out of control" state and starts butching every NPC that is around.

Killing NPC will deplete bloodlust bar by 20% ( ~200 turns). Every next victim will restore 5% less blodlust. Killing similar victims will award you with additional bloodlust points, while killing different NPC will result in additional penalty). Bonuses and penalties are growing with every next victim.
* Player may also take "Suppression pills" to lower bloodlust level.
* Added non-lethal "Taser" weapon that does no damage, but has high stun chance.
* Consumable items are marked with '*' symbol in the inventory.
* Male adult PC has an option to rape unconcious victims. This will also decreese bloodlust level, although not as much as killing. It will also nullify hidden "Libido" bar, so multiple rape attempts in a row are not allowed. Player also has 50% chance to catch STD during rape action.

Friday, April 13, 2012

Minor update:
v 0.2.2

Fixed annoying bug when you are stuck in the starting room.

Added hunger and stamina.
If stamina is <20% player may skip turn due to feeling dizzy. If stamina <= 0%, player will skip several turns in a row.
Hunger does not affect anything for now. You can refill hunger bar by eating food from fridge. Player can also eat parts of dismembered bodies. In this case there is ~20% chance of cathing disease from infected npc (They are marked as "looking sick" in detailed view).
Infection mechanics will be detailed in upcoming builds. Also, stamina and hunger will play large role in the "adventure" arc.

Added "open" option for container entities as well as container invenotory menu.

Player stats (race, sex, age) are randomly generated now. (Sorry if that offends you )
Added family. There is ~60% chance player will have wife/husband and small chance of having one or more children. (This is rather cosmetic too).
Added basement level. You can now use ladders (marked as ">").

Sunday, April 8, 2012

Working on ladders and basement layer
Unfortunately, whole layer system is plagued with bugs >__<

Wednesday, March 28, 2012

Dev build 0.2.0

Dev build 0.2.0

* Overall performance optimization.
* Added road textures.


* Npc will try to locate bed at night.
* Attacking police or someone near the policeman will force them to chase and attack you.
* If civilian sees (or hears) you attacking someone or breaking something, he will report a police. Police will try to explore possible crimeplace.
If policeman sees you near the crimeplace, he will start attacking you.

* Added criminal background generation on the npc.
* Player can view detailed information about npc (right click on the npc, context menu)
* Added escape menu - you can finally restart game upon death or if you stuck in the starting room.
(No character generation so far, sorry)

* Hammer inflicts blunt type damage with a small chance of stunning NPC.
* Decapitation of dead bodies. You can even took cutted arm and use it as a blunt weapon :)

Play in browser
(If game runs slow, I recommend to reload page or restart game via esc menu)

Saturday, March 24, 2012

Monday, March 19, 2012

New blood effect

Just finished blood simulation.
Attacking NPC with cutting weapon (like knife) will result in inflicting bleeding status.
Bleeding NPC will left trail of fading blood tiles, until it dies from bloodloss.

On a screen: dead NPC (marked as %) in a pool of blood.

Saturday, March 17, 2012

Working on pedestrian AI.
Only basic AI presents at this moment - when you break something or try to assault someone, everyone around will run away screaming.

Monday, March 12, 2012

Dev build

ver 0.1.0 changes:
made console with message log and npc patroling town. Astar works quite good.

Starting today, you can access latest development build on

Note, that it is extreamly early alpha version. It's like 50% of original python prototype.
The main point is to show what engine is capable of, overall feel of the game, etc, etc

Friday, March 9, 2012


Testing npc and route calculation. performance is descent so far, but it's still to early to measure it.
A lot of stress-testing and painful optimization process is waiting for me ahead :)

Sunday, March 4, 2012

SKR is back

Serial Killer RL is back. Sorta. (That ugly red blobs are district visualisation from legacy code)