26.12.13

Progress #1226

Once again I haven't posted any updates for several months, been busy as hell, sorry about that!
I'll try to be more frequent from now. Anyways, I'll post some screenshots of new GUI hints ( displaying if any items are in need of repairs, if a quest was updated and the player has unassigned stats/talent Points. etc. ) aswell as a rough list of updates made.

I can also add that once again I've done some major Changes to the game, (pardon the use of randomly placed large letters... the textwriter change it on its own and I've accidentally stabbed myself in my hand so I don't bother about fixing typos right now, it kinda hurts to write on the computer), the most noteable change is that the gameflow is more like a dungeon crawler now.
Each level in the game is randomly generated with a range of level-tiles. There are story quests in the main Town but also side-quests to be collected in the randomly generated levels, most of those quests spawn randomly.





Change log Oct - Dec 2013:
  • Minimap Icons and minimap tiles matching each tile of the level(s)
  • Tooltip for the minimap Icons for information of what they are targetting
  • Characters now explode and spread arms, legs and bloody stuff when they die by critical hits
  • Each mob now have secondary attacks that deal more damage but Drains their stamina
  • Bosses and mini-bosses have been added
  • Bosses have more then one secondary attack and also receive a random range of passive mods ( Health buffs, damage buffs, passive attacks, etc.)
  • Finished main story quests and levels for the first Chapter of the game (meaning there should be a demo-version in not too long)
  • Created Level Controller classes that handle specific events and quest-progress for each level
  • Made major change to Object Pool system.
  • Created the Main Town/ Safe Zone level
  • Added Random quest spawn during scene generation
  • Alot of code optimizations
  • Added climbable ladders
  • Added varying attack speeds for weapons
  • Added a new mob class "Psycho", they throw explosives and perform suicide bombings
  • Added Waypoint portals for Quick access between different areas (Main Town included)
  • Fixed bugs in Procedural Item Gen. system
  • Added Passive Mods to item, items may now be generated with bonus skill and attribute mods, and weapons can gain passive attack bonuses such as elemental blast or damage over time type of damage
  • Added code for spawning rare loots
  • Major DamageTracker optimization
  • Added Hint Icons to display necessary information for the player, such as if an item need repairs, a quest was updated and such.

28.6.13

Progress #0628

Thought I'ld upload some screenshots of what I've got done this far with the new character style and all.
There are also a few changes in the gameplay.
* Most buildings are now possible to enter, earlier this was only allowed for dungeons.
Buildings will also spawn random interiors with random loot and npc's or monsters.
* Buildings are destructible
* Monsters, Loot and Props are generated randomly and collected by an object pool which increase performance quite alot.
*Hunger Vital Statistic added, the stat increase during gameplay, when the character is starving it will take damage. Too reduce the hunger effect the player will be able to collect food from nature, loot and animals.
* Each level is activated in chunks depending on the players current location. This means that the parts of the level that are too far from the player will not have any code or objects running/active.











17.5.13

Resurrected #0517

Oops, I've been too busy to update the blog lately. Got myself a new job which has taken alot of time. :) Back in constructions now so sayonara industry work!

As for Loot Burn Kill Repeat, I've decided to recreate most of the graphics and art style of the game since I've been annoyed by the old graphics for quite some time now. I'm posting a sneak-peek clip below so you can see how it looks. Haven't had very much time to work on it yet though.

16.3.13

Progress # 0316

Hm, quite a while since I posted something, haven't read through what it was I posted last either but anyway.

Finished a procedural item generation system for the game that handles all loot and item generation through the game. It left me with an endless ocean of bugs and errors though so I spent most of the last weeks development-time to fixing those errors aswell as adapting and fine-tuning all code in use of PIG to fit it.
Also added stats, skills and vitals to AI characters, similiar to the players stats system. The AI stats is calculated against the player stats during combat to determine damage reduction (armor), dodge, hit and crit chances, etc. etc.

Working on some new buildings and props for the Lochwood levels but when those are finished I'll most likely be done with the first chapter of the game. Still playing with different ideas to change the gameplay and getting some more fun out of it. While I haven't decided on how I want it just quite yet I played around with a side project though.

Been blessed by Prince of Persia and Super Meat Boy lately so felt like trying to make a platform game framework with some acrobatic-ish stuff, just to see if I could pull it off. :D I don't think anything like that will be seen in Loot Burn Kill Repeat though!
While Working on this I also created a test character with an IK-rig (which I've never used before when animating my characters. I created one when I first started on the game if I can recall, but since Unity didn't want to cooperate at that time with my IK-rigged character I kinda gave up on it.
Seems to work fine now though so I'll probably create new rigs and reanimate most of the LBKR characters since IK-rigs gives better control and reduce the time spent animating greatly. :)

Oh right, I also created new graphics for the HUD in LBKR.






25.2.13

Loot Burn Kill Repeat #2502

Hello! I've added some new monsters since last week, and also updated the mutant character and given it a completly new look. Also instead of beeing a fast enemy it is now a more slow-moving monster that deals massive damage.

Apart from that I've nearly finished a Procedural Item Generation (PIG) thingie. All items (apart from materials and cash) are randomly put together by the game at runtime and will adjust the stats of the item depending on what "factory" created it, player level, loot/monster lvl, general progress. Rarity-roll has been moved into the PIG class. I've also added a list of Item Conditions. The PIG will generate a condition and depending on result add bonus-stats and buffs if it's in good condition or subtract from base-stats and remove possible modifiers/buffs if it's in a craptastic condition.



Old Character model of the Mutant

New Character model of the Mutant



20.2.13

Loot Burn Kill Repeat #2002

Hey! I've made some new UI for looting and when marking zone portals etc. with the mouse that describes the item the mouse is hovering above. This way the player get an easier overlook of what kind of item he's about to pick up aswell as to where the passage he wanna take lead.

I've compiled a new build aswell which I'll distribute to you testers asap! :)




14.2.13

Progress #1402

I've been fiddleing with a few ideas lately. Among others I've started working on a crafting-system with which the player will be able to create components and then assemble them into items or use them to modify already existing items.
For that to work I've of course created a set of materials which are dropped by random from monsters and other loot. Also, some materials will be able to gather from the environment.

Also made a 180 * turn with the input. The player can move the character with W-A-S-D keys now and rotates the character by moving the mouse, pretty much like in most action games. The main reason for this is that I wanna let the player play the game with a controller / game pad without too much impact on the overall feel. Also this forced me to make some changes to the combat system that ended up better.

Damage is now cast by sphere-casting in front of the player, this allows the player to damage multiple enemies at once if they're in range and inside the players swing-zone (melee-weapons only). Ranged weapons still works as before, point and shoot in the desired direction.

Also I added a map, so the player can get a better overview of the zone the character's currently in ( it will only show the areas that've been explored by the player though. Objectives, dungeons, shops and other markers have also been added to the map!

The amount of gathered materials are displayed at the bottom of the inventory window
Neater blood trails have been added for when characters lose limbs 
 Items can now be added to old stacks manually, if it is of the same type 
 The player can now sidestep in combat, making it easier to avoid melee attackers
 
Craft & Assemble system, first craft necessary components and then assemble
them into new items or use the components to upgrade existing gear

19.1.13

Progress #1801

Created an editor extension for quest and journal creation, and it ended with me recoding most of the system. But I ended up with a much faster workflow thanks to it. :) Apart from that I've finished most of the second part of Lochwood city.

I've also got a prototype of the death-thingie working now. As the player dies he/she respawn as a new character and all previous equipment and inventory, level etc. will be lost. Journals, Quests and inventory can however be collected again by killing the previous character (who returns as a zombie, kinda like in ZombiU.

Below is a peek at general gameplay ( quest/mission related stuff, shop keepers, inventory etc. )
 
and a Prototype of Player Deaths:

6.1.13

Progress #0601

First of all! Sorry Ludablub for beeing slow on refreshing the beta link, been under quite some stress now during the xmas/new year-holidays.

Anyways, been quiet here for a while... I think? I've added quite alot new content since the last update. I think I'll just add a list to keep it as short as possible. Oh, and I'll post two videos here display some gameplay stuff and also a short commented clip on the AI improvements.

Gameplay clip

Improved AI clip

I'll probably forget about something but among other things here are the recent updates:

* Finished level layout of the second part of the city (the first chapter/area is divided in two levels, and have the sewers-level in between. After them a new area will be unlocked to play )
* Created a class to handle random spawning of object collections. Eg. during one playthrough you may encounter a travelling merchant or a squirrel who want you to give him a rocket launcher but during the next playthrough you won't meet any of 'em.
* New lootables, car trunks among other objects.
* Added a few new zombies, also created a class to handle variation. The zombie cops are the only characters currently using it at the moment.
* New items
* Improved AI ( massive improvement to be honest, but still have alot to do with the AI :) )