XaiJu
ParasiteInfection
ParasiteInfection

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2.31g "half-update"

http://www.mediafire.com/file/v4azvn9a41bb545/Parasite%20Infection%202.31g.rar

No plot addition yet, and the werm brain infestation overhaul isn't finished.

- Sarah will now let player advance to space station

- Neck infestation voiceover plays

- Removed duplicated file, reducing the download size by ~20mb

- Partially changed the werm brain infestation for part 1

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So while trying to overhaul the werm brain infestation, I realized I had to make a choice. The consequences of werm brain infestation propagates out to the rest of the game, affecting the mechanics and the plot. I had 4 general paths before - no infestation, full control, equal control, resistance - that I wanted to do. However, it's just too much. I think I need to get just 1 working correctly then see if I can go back to do the rest. The reason I wanted a bunch of different infestation states is that I wanted every type of parasite interaction to be possible, but it's clearly overreaching at this point. I decided to ditch resistance and equal control, and simply make it no brain infestation vs. degrees of submissive brain infestation. I may add the equal control back in later.

The new system will be that the werm gives you objectives, visible on screen most of the time, which are very clear. Completing the objectives makes you more obedient to the werm, which is now on a sliding scale. This scale is going to be used to determine potential actions you can take later in the game. I'll build methods of 'escaping' subservience, like the escape pod, which can be used to skirt around sections of the game and progress even without fulfilling the werms demands but that will come later. These decisions affect the plotline for the rest of the game, which is why I'm hesitant to push the plot forward before hammering all this stuff out.

The general plan is to have the werm subservience system also tie into a larger sub/dom system that creates hierarchy among the NPC's and the player. Networks will be built along which infection/infestations as well as commands and even personalities spread. But that is for later.

Comments

Development in a nutshell. Thing is man this is your vision, you do whats best for YOUR game. Don't code into a rabbit hole, you still have your idea sound and like you said it could come back later.

AfroAttack

I think we only really need 2 paths tbh, 4 sounds like a bit much. The original part 1 choice of resist and control or submit was always good enough I think :)

Tim

Hey, whatever you think is best for the game! If you can manage to put the other paths back in later, even better.

LCG

Got to love how quickly you course corrected when you realized something wasn’t working. I do not say that condescendingly, but the first thing that popped into my mind was the failure of System Shock to be able to do so, and a reassurance that this project was heading in a good direction. Love the degree of submission mechanic, will that be extended to all NPCs with them slowly submitting to the worm? Also where there be some alternatives to having the objectives constantly shown on screen? That feels somewhat hand holdy and forced rather than the current system where it pops up every so often, or alternatively scrolling across the screen like the other words do.

In which case, excellent choice Anon

ExDee

Yeah me too, but being controlled by the parasites is kind of the whole point of having parasites to begin with. The submissive aspect is more of a 'core' experience whereas the dom aspect is a subversion of that core experience. So, the core experience comes first then the next tier comes after. It shouldn't be hard to add back in once I've got the framework of the quest system in place.

Anon Smith

I actually liked the paths where you could dom the werms better than the subservience paths personally.

lightningshifter


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