Possession 2 Miscellaneous Devlog 1 2


I’m working two jobs right now, and the past few weeks have been pretty busy for me. I have managed to continue working on Possession 2, just not as much as I’d like. Today’s post isn’t really focusing on any one aspect in particular, just highlighting some of the things I’ve been working on.

I’ve made some more AI improvements. Smarter creatures now try to avoid dangerous terrain, such as lava and fires, while dumber creatures will just walk straight through.

Dumb skeleton walks straight through the fire. Animated, click to enlarge.

Dumb skeleton walks straight through the fire.
Animated, click to enlarge.

Smarter caretaker paths around the fire. Animated, click to enlarge.

Smarter caretaker paths around the fire.
Animated, click to enlarge.

I’ve also made spellcasting AI improvements, so that creatures running away can use defensive spells like teleportation, and creatures can also use positive spells (like healing) on their allies.
Content-wise, I’ve also continued work. Here are shots from a few new special levels. First of all, the ruins of an underground city full of Lovecraftian monsters. It’s mostly finished, just needs a little more work on some of the creature powers.
Click to enlarge.

Click to enlarge.

There’s also a few areas that are still very much in progress, a nature preserve (full of flammable grass and trees!) and the ruins of a demon city.

Click to enlarge.

Click to enlarge.

Click to enlarge.

Click to enlarge.


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