19.12.12

Progress #1912

Been a slow week on all fronts... sort of, I updated the engine to U4.0 and have been fiddleing with the new animation system Mecanim, and also refreshed all assets for my game so that they are compatible with Mecanim.
Apart from that no major changes've been made. Started to make destructible objects both with loot and traps, I recall a prototype I made last year that had destructible buildings and environment ( but it was handled in a really clumsy and performance-costly way... ) I might create something similiar sometime in the future though, but I'll probably try another approach-
I was quite inspired by an article (it's more like a checklist thingie tho...) I read awhile back, written by Alex Vlachos (Valve Software) with a summary of how decapitations work in Left 4 Dead 2. I've felt no need to try that on my game characters since the "point of strike" in my game is working pretty much like a dice-roll in a board game, and the point beeing chosen depending on what the dice says. However, it could probably come in handy on buildings and environment. As long as I don't create 10000000000+ polygon buildings for some peculiar reason. ;)

In case someone is interested in the article it can be viewed here: http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf



11.12.12

Progress #1211

Bah, I've caught the flu ;< *sob*

But nevermind! :D I've fixed some stuff with the RPG last week and I do believe I can send a beta to testers by the end of the week!

Among the things that've been added are new (special) items, such as body mods (buffs character stats) grenades, mines etc. Aswell as four new damage types ( Fire, Frost, Radiation and Goo... though, goo will be something else but my imagination've kinda collapsed at the moment... ).
Weapons that are dropped have a chance of gaining bonus damage of the earlier mentioned damage types, which also can cast damage per second over a specific period of time.

I'll add to that later, with a chance for clothes to gain defense and resistance bonuses aswell as set up characters resistance to each specified damage type in their stats.

And one more thing before I sign off! I added items to represent the amount of ammunition the player have collected. I noticed that the ranged weapons of the game are a great advantage and without the ammo-requirement alot of the challenge was killed. Sure, the monsters of the areas I've finished this far are relatively slow (or atleast most of them.) and I will add more, and also more ranged enemies so the advantage of having rifles that don't need ammo to function could probably be reduced as I get more finished, but even if it does I like this new way of handleing ranged weapons better so I'll most likely stick to it!





2.12.12

Progress #1202

I've added a few new things to the game, the first beeing the item quickbar, it works pretty much like any spell bar in other rpg games, players can drag items to it and use the number-keys on their keyboard to use the item, instead of poping his/hers inventory open to find it.

I've also added a player journal and logs to the game. The player can pick up logs, computer pad-ish objects and books which will be added to his journal, containing either quests, info for secret areas or just background info for the world.

Apart from the two new things I've fixed alot of bugs with the games Save/Load functions. Oh, right! I also added a couple of new zombies :)


16.11.12

Progress #1116

So, as said earlier. I reworked the inventory system to make it possible to drag items to where the player wants them, or to remove the from the inventory. I actually ended up with a much cleaner code.
Apart from that I've changed the mob spawn zones, earlier I used one game object for every spawn point of a monster, a painful side-effect of that was of course the need to position every single point in the level, but it also was sort of boring since the monsters could only spawn a pre-decided positions.

I'm now only adding the zone to the position I want it to be at, setting up its borders and letting the MobZone class generate points inside those borders by random, to spawn instances of the monster at, and at the same time making sure no mobs are spawned inside eachothers.

Also fixed various small bugs, such as the damage model class painting outside the texture bounds and player character loading up multiple instances on level change.