Sunday 3 May 2015

Quick Update Post

Not much important to say about Revolver, just general developments. I'll just post the log and get on with other things:

27/04/2015:
-Started work on another room called rPower. It's going to look like a sort of large space full of turbines. I have no clue how or if I will furnish this area.
-Began furnishing rPower with ammo and healthkits. Added spawning and chasing code for the enemies.

28/04/2015:
-Created a basic zombie corpse sprite (very basic) to test placing a corpse on a zombies death. With improved art this'd actually look pretty cool.
-The gas now does less damage but upon leaving the rooms are the player instantly dies. This means players aren't penalised as much for accidentally or purposefully walking into the gas but leaving the room still has the consequence it needs.
-Renamed rOpenSpace to rGuardPost seeing as that is basically what it is.
-Began work on rFactory. Will need to create a conveyor belt object or tile before this map can finished though so I'll be leaving this one for a while. I realised now that the player needs to be told how they are actually getting from room to room and why they are collecting floppy disks. My old idea for a character guiding you over a tannoy speaker or something will have to revived I think.
-Began rHousing and also edited rPrison a bit to make it look more like a prison.
-Tweaked and fixed a lot of small problems with multiple levels to do with the gasses placement.

29/04/2015:
-Added a player health bar and placed the ammo counter so that they follow the player.
-Tweaked spawning, chase ranges and added basic stuff to new rooms.
-Began another room called rLFireTesting, which will have a lot of turrets.
-Vastly improved the corpse sprite as it was bugging me. Should add a blood effect.
-Experimented with tiles to get an idea on how to use them later.
-Made character selection into an actual fucking menu. YEAH SON!!!
-Altered alpha for the lighting so that the player can slightly see what is in the dark.

30/04/2015:
-Added a perk that increases the flares radius and reduced the starting flares radius.
-Made some text more readable.
-Added a perk noise.
-Had game tested. Results: Improve reloading mechanic, make navigation easier, make perks more noticeable.

01/05/2015:
-Vastly improved the reloading. The player can now either mash the space key or hold it to reload.
-Turned spirits into a purely debuff enemy who: reduce your movement speed, reload speed, max HP & bullet spread.

02/05/2015:
-Decided the basic idea for the total of 12 levels and what order the player will travel through them. I could set the traits up so that each level the player gets a choice of one of three and that they're the same each time.
The traits could be practical for the upcoming level. i.e. Flare based traits on the choice before the first level with spirits.
-Rebuilt the first level to make it more architectuallry better. Simplified the level making it more suited to being the first level.
-Added a light to the bullets. Will mess with and make look nicer later.

As you can see I've ditched the idea of randomly chosen rooms and decided to have a coherent order for the levels. This allows me to add some story and a difficulty curve (something which was really lacking in earlier builds) and honestly, I much prefer this to what I was originally doing. Without having properly randomly generated levels it's not really worth having the levels randomly picked.

In other news, I've decided to make a video of Revolvers current stage in development. Not really sure when I'm actually going to make it, probably some time this week, but I'll be using it to showcase to all the lovely people I know what I've actually been up to. There is only so much you can show with a few still images and huge dumps of text. If it turns out well, I might even make it a common occurrence, I don't know yet, we'll see how it goes.

Not much more to say this week, I've been playing a bit of Creeper World III which is a fantastic RTS/Tower Defence game but I've yet to finish it yet so I'll save talking about that until a bit later.

-Beau

twitter.com/Bocodillo

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