SNES Shadowrun


Patrol routes are implemented!
They seem to work, I made a few tweaks after walking through, but I doubt that broke anything.

Let me know what you think.

  • Are they too busy?
  • Are they logical?
  • Do they leave enough chances to “dodge” security?
  • Do they lag your computer? (tell me your specs)
  • Are they the right speed? I worry they are too fast.

Once I know what people think of the routes I’ll start adding stealth challenge points.

Before then I’ll be adding the static challenge points like doors.

And now to call it a reasonable (1AM) night.


Slow yet steady progress on Drake Tower

Initial Disguise logic is implemented. If you kill the first mage you can take a security uniform and the guards will ignore you. There is a lot left to do though, such as configuring it so that EVERYONE needs a disguise and that the guards will socially challenge you. This lets you travel through the building without dying (for now)

Elevator Activation Logic is implemented. I only tested the first two floors though. Provided you have a deck, and go to the right computer, you should enable the elevator.

Data Fragments are available. The completion logic is not yet implemented.

These are small but important steps. They will need to be reworked some when I actually add the matrix, but parts will still be usable.

I hope to continue to be productive tomorrow… I would like to start updating the security behavior so its more than just run and gun. Currently when you trigger combat they all charge you in the entrance!


I’m sure you have all heard about the Dragonfall Directors Cut.

Click here for more info

I’m not sure how this will impact us. I expect we will end up migrating to the Dragonfall workshop since we require the Dragonfall props. Its likely to be a MESSY transition.

That being said we should probably properly merge in the assets we use from Geeked’s Prop Pack. Anyone know if that’s simply a matter of copy/pasting? Thomas/Geeked – are you cool with us merging in the props?

Are the rest of you exciting about the Director’s Cut like I am? I like the screenshots BUT I am concerned they are trying to look more like Shadowrun Online (which has yet to impress me). I am especially concerned by this proposed new armor system…

Assuming we migrate to Director’s cut, that means we will lose ALL our followers and threads and comments. We probably should plan some sort of advertising blitz when we move – videos, screenshots, lets plays, etc… Thoughts? Ideas?

Lastly, BUGS. When we move I can probably guarantee BUGS. The SRR 1.2 change broke plenty, I can only imagine what chaos this will cause… We will probably need several people to run through the module start to finish the week we update. I might even need to take time off from work to handle fixes…. (maybe I’m taking this a little too seriously?)


I heard back from HBS really quickly on the KS update.

Creator Harebrained Schemes LLC less than a minute ago
J.R., the DF:DC editor will contain all of the Seattle tilesets. And there may be some Steam Cards lying around… : )


A long delayed update, sorry!

Fixed the “About” scene to make it more usable.
In the future it will be replaced with a configuration scene.



- Secret Room is complete, including invincibility cheat.
- Geeked updated a handful of maps.
- Ross updated his Steelflight portrait and added Akumi.

Let me know if you notice anything strange.
The next update will be small, updating the “About scene” then I move onto Drake Tower


I am partially excited about V2.0.4.4.
Of course there are no changes in this update.
Just ignore any beeping or dings you may hear when clicking on your character. ;)


Looks like the V2.0.4.X builds will be bug fixes rather than new features. There are a lot to address, some of which have been around MUCH too long.

You can track the progress here: v204x-walk-through-notes

Alternatively there is an active forum thread on it.

Dragonfall Key Giveaway

I’m giving away my extra kickstarter key for Dragonfall. (I had 3)

State of the Module Address

I am trying to nail down what we need to do to finally make it to beta.

1. Drake Tower Logic
2. Drake Volcano Logic
3. Aneki Building
4. Aneki Logic
5. Docks Matrix
6. Drake Matrix
7. Aneki Matrix
8. Balancing
9. Akimi Logic
10. Fix OnDeath logic
11. “Random Events” (the things which happen once but add flavor)
12. Jester Realm Logic

Am I missing anything?




Hopefully I have fixed all the spawning and behavior issues.
I fixed the major ones, then walked through to verify.
Of course I found more things to fix then which I didn’t verify.

Let me know if you see any issues.


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