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 :) )