Wintermute Engine Forum

Game development => Game announcements => Topic started by: Dendrobats on January 20, 2016, 03:04:15 PM

Title: NIGHT IN FOG - Tactical RPG
Post by: Dendrobats on January 20, 2016, 03:04:15 PM

I would like to announce new game called:

Its planned to be Japanese Cyberpunk Tactical RPG :)

Story is happening in future Tokyo based environment where global corporations has control and you will have some story and problems with them.

Right now engine has possibility to:
Do battle with up to 5 companion fighters or how I call them BOTS, will be able to make them later in game from items
Skill based dialogues
XP reward system
Battle move based on AP
Collision system - actors don't move on other actors
Battle FOG - Can't shoot enemy if you don't see him behind obstacles
Defense tiles - reduce damage from enemy
Simple AI
Diametric maps
Loot dead
Non activated objects, with activates when you shoot them
Weapon Damage/ Audacity/ Distance system both for player and enemy

To do:
Main story implementation
Improved AI
What happens when you die
More weapons
More levels based on story
More skills
UI improvement

Anyway right now I am focused more on engine itself not on story, will implement story when engine is more mature, lot of bugs to catch out.

Game Domo (
You ar welcome to give your feedback and ideas….


Some Screenshots:
Title: Re: NIGHT IN FOG - Tactical RPG
Post by: Mnemonic on January 20, 2016, 08:30:35 PM
OMG, I wouldn't think something like that was possible. Extremely impressive ::rock
Title: Re: NIGHT IN FOG - Tactical RPG
Post by: valter.home on January 22, 2016, 09:13:00 AM
Thanks to the programmer but especially to your powerful engine that allows all this!
I have tried many different engine and WME - for me - is the best, easy (after studying it), intuitive, well structured.
I am not interested in 3d but rather the 2.5d and WME is super.
I am sorry that the project has stopped, you never thought of producing a commercial WME 2.0 or WME Pro?
Title: Re: NIGHT IN FOG - Tactical RPG
Post by: Dendrobats on January 22, 2016, 01:19:16 PM
Yes, Thanks to Mnemonic for Engine!

But there is some simple things I miss in engine with I suppose could easy be implemented:

1. Possibility to define item type:
Code: [Select]
   CAPTION = "WME User's Guide"
   NAME = "book"
   SPRITE = "items\book.png"
   CURSOR = "items\book.bmp"
   CURSOR_HOVER = "items\book_h.bmp"
   SCRIPT = "items\book.script"

   TYPE= ITEM   // GUN , BOT anything.....

2. As I use a lot of tiles In Scene Editor possibility to use CTRL+C and CTRL+V and DEL
3. Autoselect with mouse in Scene edit
Title: Re: NIGHT IN FOG - Tactical RPG
Post by: haroldw on February 03, 2016, 01:21:12 AM
Your artwork is stunning.  lots of innovation in your game.  Many have tried to develop new interfaces and interactions - you did it !!

Language for voice-overs,  dialogues (simple answer, hard talk), very original and intriguing theories.  I was immersed in about 2 seconds. Hyptonic is the only other developer I've seen use that style in dialogues.

I don't know if I would get rid of the interaction tracker (upper right part of screen)
in the final product. I even like that. Maybe put in the option to toggle on/off.

(in my opinion) adventure game guys don't like action, and action guys don't like the slow pace
of AGs. By giving the user the option to engage/not engage a "bad guy", that will appeal to both markets.

Now  for some bad news - I've seen fantastic games that never got completed.
Do you have what it takes to COMPLETE it and bring it to market ??

If  not, it looks promising enough to win outside funding.  But ofcourse that could lead to making a deal with the devil.
I also think WME is the best choice.  Switching engines could easily lead to disaster.
If I had a game like yours,  I would even consider writing my own plugins for WME,
something like a mobile (Android, ios) or custom isometric accelerators - it's do-able and the time is right.
There are many experts here in this forum, I'm sure they would offer technical advice.

Superb job.   Please let us know when it is released for sale.
What is your estimated delivery date ??
How much game-play time will users get ??

Also, I would expect to spend at least as much time marketing as developing.
( i.e.  1 year development = 1 year marketing)
Title: Re: NIGHT IN FOG - Tactical RPG
Post by: Dendrobats on February 03, 2016, 01:49:17 PM
First of all thanks for good words, those are with keep me going on this project!

I work on game in free time after day time work, so it goes slow right now but in more / less plan is to launch playable demo in 3,4  months with some locations and normal story mode and maybe launch Kickstarter campaign. Then maybe it will go faster:)

Right now I have copyrighter who works has written some SiFi books. She is working on story right now, after story is ready will implement story in game and make new levels/ items/ conversations based on story.
Meanwhile I work on tweaking engine, making battle engine more mature...
I also work on more SiFi atmosphere in game, will remake buildings soon based on skeches I made...

If all goes as planned then official launch date might me 2017 2Q.

Keep fingers crossed!
Title: Re: NIGHT IN FOG - Tactical RPG
Post by: Dendrobats on February 11, 2016, 04:14:10 PM
Small UI tweak
Game Demo updated.
Title: Re: NIGHT IN FOG - Tactical RPG
Post by: Dendrobats on February 12, 2016, 03:56:13 PM
I created Facebook development page: (
Feel free to join!
Title: Re: NIGHT IN FOG - Tactical RPG
Post by: Dendrobats on October 25, 2016, 02:42:02 PM
New demo: (

- New gun selection script
- New levels
- All NPC calculating gun damage and accuracy and distance by gun they using so its more balanced.
- All skills are linked
- Random levels or encounters when travel
- New camera move possibility in battle (find badguys)
- Radiation damage improved
- Improved tile based levels generation
- Huge chunk of bug fixes, main script completely rewritten
- Some nice transform effects on windows added
- When you die you can be resurrected if you buy insurance in Revacorp HQ

Still looking for talented people to join team!

Here are some screens:
Title: Re: NIGHT IN FOG - Tactical RPG
Post by: Dendrobats on May 18, 2017, 02:09:12 PM
New small update

Now engine has:

- doors that work automatically;
- automatic box script;
- Proximity holograms with appears and disappears based on distance;
- improved walk animations;
- a major bux fixes;
- shadow script for NPC and main actor;
- improved battle engine.

Here are some pics:

And here latest Demo: (

At this point we have 3 copywriter in team and we are starting to work on story and dialogues.
Still some open positions for coders and artists if someone wish.....
Title: Re: NIGHT IN FOG - Tactical RPG
Post by: Dendrobats on May 18, 2017, 04:01:49 PM
Now testing multiple resolutions feature in game.
And at this point its seems very likely to be possible, as my stages are modular and are 6000x6000px in size by default, by changing resolution I just make more area to be visible.
So I need to write some script with realign UI at game load and it should work.
Other thing with I will need to find solution is End User settings mod so he can change resolutions from there.
startup.settings can be excluded from build so just need to change one line of settings.....

Title: Re: NIGHT IN FOG - Tactical RPG
Post by: Dendrobats on May 22, 2017, 01:18:18 PM
Yes it tottaly works, saved games works after load from different resolution UI fix script is executed.

Also made custom mod app for end user more here: (
Title: Re: NIGHT IN FOG - Tactical RPG
Post by: Dendrobats on February 22, 2018, 04:10:34 PM
Hello, Community!

I was really trying to make this game happen, but it is really hard to do it on my own.
Without any team and any on involved in process but myself I dont have no one who would keep me going and I am loosing grip:)

So I would like to give all source code to community for free, my only wish is to be included in any project with will emerge from this source.
I feel that I can give my input, but I dont have at this point energy to be main project leader, so maybe some interesting games from this will happen and I would be part of it.

So if interested please contact me and I will arrange links for source code and other files needed.

Lot of coding might be needed to be remake as I was learning when started this all and now I might code it differently.
But any way lot of code has been written and lot of effort has been pot in game. Engine as it is now is there is already possible to make game all is needed is story and some work and game can be made. When I started to develop this game I tough that there will be some non coding persons, but at least some basic copy/paste scripting skills. So all ecosystem is ready for scripting, lot of things work out of box, just place them in scene edit attach general script for that item and it works. So I will provide my knowlage and I am ready to work with any teem with willing to take project.

One of big improvements for game is that it supports any resolution, it  is not fixed to one resolution....

I stoped at remaking battle engine to two movement points instead of AP system, remade movement system that automatically calculates movement possibilities based on scene, but did not remake shooting system to same two movements system. Also some scripting to UI elements rearrangement based on resolution is needed to done. So I am willing to code if I will have wings again:)

Also I stoped to work on story, but made development (Starting) level where to test all new things I code.

Lattest Demo: (