/ #Dev Diary 

GGO16 - Day 8

It’s been slower going than I had hoped, but at least I’ve now started making some headway into adding cyborg death squads to the game! OK, so there’s nothing super about them just yet… they can’t even move… but at least you can see that they are being spawned successfully in each player’s starting area.


Observe the amazing pixel art of a cyborg death squad agent shown in places where the code has created squads of such agents:

Cyborg death squad agents!

Next Steps

With the squads in place getting them moving is going to be mostly an user interface problem. The current basic list of missions I’m planning for the player to be able to assign to them are:

  • Move: Change location.
  • Control: Hack into the local wireless hub and take control of the city sector.
  • Marketing: Increase the number of CHIP users in the city sector through aggressive marketing. A higher percentage of CHIP users translates into higher income from that city sector.

Obviously the last one is going to require a bit of a more advanced economic system and city generation.

Once that’s done I can finally get to the fun part - having cyborg death squads fighting each other… that’s also where I’ll get into the bulk of the theme content: augmenting agents, more complex hacking mechanics for controlling sectors, etc.


Matt Van Der Westhuizen

Back-end service developer at Ubisoft Blue Byte by day - wannabe game designer & developer by night.