Cyberpunk Source Material: Games, Movies, Books

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I can't believe I haven't mentioned this before. William Gibson, when he was first writing, says he was trying to be the next Samuel R. Delany. If you read Delany's book Nova you will see a lot of proto-cyberpunk ideas, especially the idea of jacking in to a computer into a virtual world. It's space opera to be sure, but it's a great novel and you can see where Gibson and others picked up some of their ideas.

Another book to consider if M. John Harrison's The Centuri Device. Another space opera, but it presents drug use, music, crime, and political manipulation all in a rather dirty future. You can see the influence on cyberpunk.
 
Used to have me a bunch of old Heavy Metal Mags. Many were crammed full of wonderful art and stories, gobs of which were grounded in the genre.

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Well worth checking out.
 
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Dreams of Flesh and Sand, Dreams of Gods and Men, and Singularities by W. T. Quick. Late cyberpunk, but still excellent source material.
 
Sneakers is a heist movie, but I think it's very Cyberpunk at heart (without the cyber)


 
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Harley Davidson and The Marlboro Man. Not the most futuristic film, but it always had a certain cyberpunk vibe for me. Perhaps more punk than cyber though.
 
Black Rain (1989). Michael Douglas is a New York cop in Japan taking on the Yakuza. This is a bit of a stretch as it's not science fiction in the least, but when you have Yakuza thugs riding motorcycles wielding katanas through the streets of neon Tokyo, you have some very cyberpunk imagery going on even if that wasn't your intent.
 
There's polish cyberpunk series "Status 7". If you can read polish (or are Polish) you should definitely give it a try. Vol 1 is about a duo solo and netrunner. Vol 2 is about a cop involved in a corporate scheme. I don't know if that was released outside of Poland. Czech Republic, maybe...
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If you've not read it, I suggest taking a look at the comic Tokyo Ghost.

It's finished now, but you can get in GN form.
 
A small, yet interesting indie flick. It feels like a cyberpunk 2020 game with US Military personnel as characters, on some shadowy, corporate mission.
Not an oscar nominee , but not a rotten tomato either.


Ghost in the shell on Mars :)
 
Picked up this bad boy the other day:



Just to finally have a hardcover version of it but turns out the somewhat controversial recoloring in this 2nd edition does lend itself to the overall tone even better than the original (blood actually being recognizable as blood now, for instance)?


Also:

Cybernetic Laser Arms and Community Page Live







ATTENTION ALL CITIZENS.

The Palette

With some fancy tech on our side we are able to intuitively make some beautiful moving illustrations. Geometry can now be as dense as to whatever fidelity would be illustrated if it were 2D. This is the perfect palette we were looking for to keep things high resolution and enforcing a consistent fidelity to allow us to get every frame of the game exactly as we want it to look. On a scalability and abstract level it's intuitive to us, our modern pixel art.



Orchid has two extra cybernetic laser gun arms to make quick work of an enemy

There’s a lot of technical/artistic techniques to make that look, breathe, and animate the way it needs to that we're still pursuing, but we’re finally locked into a style going into the beta, so we can start showing more off of the later areas of the game now.

More granular gameplay simulation with smaller hex tiles

We've taken the hexes we showed before and divided them to get more nuance in orientation and positioning of characters and effects. With our very GURPSy, simulation based rolls and environment interactions we wanted to get a little more out of the per-character sized hex tiles we were using.



Over June, Hannah got our content-dense tile tech working with roughly a ba-gazillion more tiles. More variety of noise and sight ranges, bullet travel lines (and misses), and increased tile-per-tick movement options.

Where before characters moved just a tile a tick and were stalled on that if sneaking, crawling or slowed for various amounts, it can now have a nice variety to move smoothly and intuitively around.



Bullets now stream through the world lass abstractly, and maneuvering with stealth and noise radiuses is less chess-like in scale and more natural of a simulation. It's worth more than the blip on this post to talk about, but should speak for itself when you're playing.

The line-of-sight being that small was overkill though, so we instead used more large triangular parts of the hexes to visualize the seen world. We also have settled on making outdoor tiles always visible whether in-sight or not (with a visual indicator showing you they are actually out-of-sight of your character), and interiors having them completely blacked out like usual. Visualizing and hearing NPCs outside a field of view works the same for both, they show up as little footsteps.

Vehicles and Driving

Speaking of more varied movement speeds, manual vehicle travel was sort of a no-brainer to want to fit into Copper Dreams and our medieval games. We can setup larger areas to explore with boats, horses, wagons or hovering motorbikes and piloted walking robots.



The Qui M30 Bike

System

Overpopulation is a part of the setting of this campaign, and we already have our pedestrian system set up, where NPC denizens make you feel more isolated by being a part of the problem and setting off alarms in certain zones to your presence if there is trouble.

We have a post about how they influence gameplay being prepped so we'll go into more detail further then.



Sometimes you just gotta tell them to get a move on.

We have some starting AI setup where they avoid running over other civilians and you unless they are fleeing making civilians get some pep in their step to get moving. If you attack a driving civilian, they'll kindly give up their vehicle for you. If enemies are after you and you get on a vehicle, they'll try to commandeer one themselves to give chase.



Character's can't both drive and shoot weapons, but if they have sentient cybernetics attached to them (extra arms) or orbiting robots, these can attack as if the character weren't moving, at the expense of some negative mental stability using them. Common vehicles have 3 hits they can take before exploding, be it from gunfire, other vehicles, or walls, and these hits absorb damage from player. Functionally vehicles are meant to get you from A to B through Calitana streets, add to the atmosphere of state of manufacturing, and continue to provide interesting gameplay options between target locations.

Tiles and Moving

Zipping around is still a matter of X tiles a tick, so driving remains thoroughly grounded in the movement and tile system. You can block entrances the same as with any other character or object, or climb on top of roof tiles.

Unlike other objects, vehicles specifically have a two-way relationship with tiles. While pathfinding they coordinate which tiles they will be on during each tick, but thereafter can be pushed around with physics and gather closest tiles after. We use this system for some other things more subtly for cheaper calculates when checking tiles, but for a movement system this does lead to some interesting options that we can get your feedback on.

Cybernetics

Cybernetics are designed to augment both character stats and gameplay mechanics and are toggled on, which has changed a little from the previous design.



The green single-tiles are where your cybernetics are, which can be hit and have their own health

You can automate cybernetics by just toggling them on in your medical screen, they'll show up next to your normal fleshy limbs if available. Characters are a single entity whose turns are the use of one skill and item at a time, but cybernetics that extend themselves, like tentacle arms or floating robots, are controlled as individuals with their own AI and turns, effectively making them like companions attached to you. Each of these entities get their own tile that can take damage (fortunately sometimes in place of you). You'll be able to direct some commands to them from the companion dock.

During development we split the design of cybernetics and items, so things like harpoons and 1-time use objects are now just going to be items you carry, and things that operate on their own are cybernetics. We found the previous system limiting, as their isn't action points to distribute we can go off the rails and just have lots of things taking turns at once. You can toggle enhanced armor, vision, reflexes, laser arms or more powerful melee attacks, but you'll be equipping items for your own ticks.

To run cybernetic hardware you’ll need to have battery packets in your inventory. These take up some room and are heavy, so if you’re doing a cybernetic-centric build your inventory will resemble a power station and you'll need the Vigor to carry it all.

These sentient cybernetic actions don't display the ticks above heads, but instead are represented by a tile animation, so you can still see when they'll do something. There's a gif near the top of the page where you can see this in action where Orchid is giving some enemy the business end of 3 laser guns.

Effectiveness of cybernetics is generally favorable unless your character has suffered head trauma and can’t control them, they are determined by three attributes:
  • Virtue: Stamina
  • Virtue: Focus
  • Stat: Mental Stability
http://copper-dreams.com/
 
I looked around a bit and didn't see a link this.
If I missed one feel free to delete this post.
 
I always come back to check my famous thread, it's been some years accompayining this game and i'm anxious for it's release.
Made some small edits btw :O
 
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State of Mind

About: When mind and machine become one – what will remain of humanity?

Berlin, 2048 – The world is on the brink. Lack of resources, illnesses caused by polluted air and water, crime on the rise, war. Governments and companies promise remedies through technological progress. Drones and humanoid robots replace humans in the public sector, everything is interconnected, surveillance has become omnipresent.

Richard Nolan is one of the few journalists openly criticizing this development. When he wakes up in hospital after an explosion and finds that his wife and son have mysteriously vanished, Richard realizes: he and his family have become more than just bystanders in a storm of rivaling ideas pertaining humankind’s salvation between dystopian reality and digital utopia. Instead, they find themselves right at the center of it.

This domestic drama evolves into a thriller about a worldwide conspiracy, which at its core aims to determine the fate of humanity: Could a perfect digital utopia be the answer? A virtual paradise not affected by material needs and quarrels? Could a super-AI be our savior – or would it simply declare us as dispensable since it could not be taught the value of philanthropy?

What will the world look like after this storm, what will remain of humanity?




  • Experience an alarmingly realistic vision of the near future
  • Dive into a multi-layered Sci-Fi thriller, where dystopian reality and digital utopia are intertwined
  • Unravel a global conspiracy in a society of ubiquitous digitalism, surveillance and transhumanism
  • Explore a world with a rich and unique visual style, combining realistic environments with low-poly characters
  • Take on the role of journalist Richard Nolan, as well as five additional playable characters
  • Use dexterity, deductional skill and research to reconstruct Richard's past

 
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