Sunday 1 November 2015

Buttons, Doors and Stealth

I've added a new feature to Revolver this week in the form of DOORS! I figured since I was adding doorway tiles it'd be weird to have no actual doors in the game. So I decided to make a little mechanic out them. Now in levels you will find doors blocking certain areas. Often optional areas with pickups or flavour text but sometimes blocking areas you're required to go. How to get past them? Around the level you'll also find a number of buttons, activating these (in the same way you do everything else, by pressing 'e') will open one of the doors, randomly. Why random doors? The facilities electronics are on the fritz of course! Also it might be a little easier to program...

As well as adding doors and the like I've also altered the enemy chasing code to allow a little more stealthiness after some feedback I received. Now the players flashlight WILL NOT attract the attention of the abominations. This allows you to find enemies and work out ways around them. That said the enemies can now detect your gunfire. Fire a gun within a certain range and the zombies will begin chasing you down so be careful firing your gun wildly!

Not much more to add this week apart from continued tiling is being done with about half the game being tiled to a decent degree, it's been taking me a little longer this week as I've gotten a sort of part time job which unfortunatly takes up the hours I'm usually most productive. I'm getting used to it now so I'll be making much better progress these next few weeks!

You can get the new updated version of Revolver from here.

-Beau

twitter.com/Bocodillo

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