Tangiers is a stealth game and at its base, follows many of the mechanics set up by the Thief games. Hide within the shadows, avoiding light. Plan your infiltration, stalking, observing your foes routines – both as they move around on the lookout and commit what passes as their private lives… Exploring and finding the fragments of an oppressive city, scattered across a dead, emotionally burnt landscape.
The graphics and art style remind me very much of Tim Burton films. Looking forward to see what they deliver
Apologies for spamming the thread, but since I've read of people who don't want to back UK Kickstarters due to not trusting KS with card details, I thought this would be useful.
I thought Sir, you are being hunted looked really promising, one of the first games i backed i believe, but it's not a very good game. The setting and style of it is excellent and quite unique, but that's it. Stealth games becomes extremely uninteresting when there's basically no story, it's just a game with the stealth gameplay element itself. I get the same impression here.
This is just going to be a brief update to step back into things.
Work is still underway on the project. I regret & apologise for the dearth of updates, information, communifcation and presence. I have been very unwell for, well, most of the past year, really.
I'll skip on a sob story and finer details, but the stress of pulling the project back together, getting by with minimal funds and of some very difficult life challenges ontop of that led to, for all practicalities, a very prolongued breakdown. I've not been able to maintain much functionality, and accordingly I've been doing a rancid job of everything.
But it's a new year now, so that makes a good a time as any to try and rectify things.
I haven't let go of working on the game, though things have moved very slowly indeed. I have got a bit of breathing room now, and we can get to moving things forward a bit more competently.
I've put together a quick video. This isn't a trailer, just a very rough proof of existance. I put it together quickly for this just to give a little montage of some curiosities that have recently made it into the game.
Holistically, the project is close to where it was the prior update. We've crept forwards in quite a few minor areas, but the focal points moving forwards are still sourcing funding and finalizing our animation, audio, world & AI systems.
While I work on finalizing funding to cover needs locked down by that (as discussed previously), I'm about to turn my own production focus toward the AI finalization.
Work here is going to see us move existing logic & behaviour into a more robust framework, expand our archetypes and get the AI component of the game ready to ship. All things considered, I expect this to take 4-5 weeks to complete, though I'm going to step in with an interim update to cover specific progress and to go over how things are working.
Long (or mid) term, once the AI is done we'll be ready to start tieing off loose ends. Regrdless of how funding stands, the next priority will be to get a demo in the hands of backers. Lets take it one thing at a time though, and cover the finer details of that when we're there.
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