D**mRL is now Open Source and Character Advancement update
The big news today is that D**mRL (or DRL as we may have to start calling it) is now open source! The plan was to release this upon conclusion of the Kickstarter campaign as a thank you to backers, but Zenimax® have pushed our hand.
D**mRL is available on GitHub, with some simple instructions on how to compile. More detailed instructions will come later. The code is in FreePascal, distributed under GPL 2.0. Derek Yu’s original artwork is released with the game under CC-BY-SA 4.0 license.
DRL is a passion project dating back to 2002, and I would like to take a moment to especially thank everyone who has played the game, the community who have supported me over the years, and everyone who has provided feedback and ideas. The game wouldn’t be what it is now without such a fantastic community, and I would not have the confidence to embark on the creation of Jupiter Hell without the faith so many have shown me. Thank you all!
In other news, Jupiter Hell has been Greenlit by Steam! That means everyone who backed to get a copy of the game will get it on Steam. Though we’re still hoping to reach GOG as well - please keep voting.
Character Advancement in Jupiter Hell
The following is a current version of the character progression system. This is largely subject to change, however it illustrates nicely our objectives in this topic.
Characters in Jupiter Hell will feature a somewhat classic leveling system, with a range of levels between 1 and 20. Levels are gained by gathering experience points. XP points are awarded for many tasks, however care is taken to prevent any scummable XP source, as well as keeping the major source of XP from story progress, completed missions and feats of skill.
Before you venture into the winding corridors of Callisto’s Valhalla base, you'll have to pick a name, some cosmetic choices, a class, and an initial perk. Classes determine the perk trees you have access to. In the current design, each class has a set of three primary perk trees (skills) and three secondary skills. Your character can have perks from up to three trees, optionally including a single secondary perk tree, not choosable before level 10.
Some of the skills are shared, yet every class has a unique defining perk tree of their own. Currently we plan to include three basic classes, but further classes might appear at some point (or in stretch goals!). The three basic classes are the ones you might remember from DRL - Marine, Scout and Technician.
Perk trees (aka skills)
You can pick perks from different trees, or focus on a single tree specifically. Each major weapon class has it's perk tree, so you'll see perk trees for Pistols, Shotguns, Rapid fire weapons, Explosive weapons and Energy weapons. Additionally common perk trees include Armor, Hacking and Medical. Perks may have prerequisites, and be leveled.
If you meet the proper prerequisites in a given perk tree, you may choose one of its two Master Perks. These perks have a very significant effect on gameplay -- for instance making you automatically shoot both your pistols at every step, at any pre-targeted enemy, or unlocking the ability to fully takeover large security bots in case of the hacking tree.
Marine - the default class and a well rounded generalist. Has access to the three basic weapon perk trees as primary (pistols, shotguns and rapid-fire), with some rounding out skills, and a unique “Endurance” perk tree that makes the marine tough as nails.
Scout - the nimble operative - versed in pistols and shotguns, has access to hacking, and also a unique Operative skill, that focuses on dodging and stealth.
Technician - the hacker and tinkerer, with a knack for energy weapons and armorer skills. His unique skill is technician, that makes a lot of the modding and rigging (security bypass) tasks easier.
Our main focus is to create such a set of perks that every skill is useful, that there are several possible builds for each class, also shared builds between classes with a twist, all while making sure that there are no obviously stronger builds. You will be encouraged to be inventive without completely breaking the game!
There will also be special perks that can only be achieved through game actions, such as medical mutations or technical implants. Some of these can have positive and negative effects.
Additionally we want to make sure that every perk has a immediately “chunky” effect on the gameplay. No +3% to a minor stat, but instead new options, or major passive effects. To achieve that, we will need the support of the community and many, many hours of playtesting and feedback analysis!
The Final Week
7 days left, 70% through. We’re on the final run now! Let’s see this to the end!