I grown tired of placeholder gfx I used so far.
These are 2 corrupted bits images including the early player concept.
The 3 colors in the player concept are weapons and the top part of the player will be able to rotate enabling you to change weapons when encountering different variations of corruption.
Red one is a fast but week. Blue is average. And Green is heavy weapon. In game you will have to choose wisely otherwise you will be overwhelmed.
Today is Friday and it's payday (YEY!!) so that means a coding weekend. Since I finally got my internet connection online again expect some status reports. I plan to implement level rendering, player/wall collision and some basic corruption if time allows.
Friday, 16 March 2012
Thursday, 15 March 2012
Update
Been busy coming up with the overall gfx direction, game design and story elements.
I have a pretty good picture of what I want a game to look like. Also I came up with the name.
This is the start level design. And I expect all other levels will follow this gfx style. This was chosen because the game is happening inside the computer and this somehow corresponds with tech-look.
Red and blue circles are story wise elements. And blue area is a secret (not so secret now) area. Small circles are weapon and armor locations. Bright green squares represents level exits. Yes exits. I intend to have few different level exists that lead to the different areas on each level.
Also the working title if the game has changed and is now called "Unbit".
I have a pretty good picture of what I want a game to look like. Also I came up with the name.
This is the start level design. And I expect all other levels will follow this gfx style. This was chosen because the game is happening inside the computer and this somehow corresponds with tech-look.
Red and blue circles are story wise elements. And blue area is a secret (not so secret now) area. Small circles are weapon and armor locations. Bright green squares represents level exits. Yes exits. I intend to have few different level exists that lead to the different areas on each level.
Also the working title if the game has changed and is now called "Unbit".
Friday, 17 February 2012
Update
Ah. Friday. And I even have money for beer, cigarettes coffee and food.
Got my new projectile math done with. Can't wait to come home, buy beer and start coding.
Maybe even a screenshot if things go right.
It's coding weekend. So DND.
Also, I will start to work on the script this weekend.
Got my new projectile math done with. Can't wait to come home, buy beer and start coding.
Maybe even a screenshot if things go right.
It's coding weekend. So DND.
Also, I will start to work on the script this weekend.
Tuesday, 14 February 2012
Update
Done with new event system. Currently implementing proper bullet algorithms. This time bullets won't stop at where the player is pressing the mouse button.
Friday, 10 February 2012
Update
Testing new cell states and level loading and visual presentation in engine.
This is a test level loaded from disk with different cell states.
Added some new class objects: Engine, ResourseManager, Cell, Model, Object,Player, and Seed.
This is a test level loaded from disk with different cell states.
Added some new class objects: Engine, ResourseManager, Cell, Model, Object,Player, and Seed.
Thursday, 9 February 2012
Update
New engine is designed. This time properly.
Also I decided on few changes in the way information is presented on screen. Mostly seeders.
I can now load/save levels from disk. I also added some new cell states, so now we have active,inactive,object,destructible and indestructible cells. I will probably add few more when engine coding is finished.
Added the player,bitmap,level,system class objects.
EDIT:
You can download the concept version here:
http://www.mediafire.com/?de2i3hluj6x0imp
Also I decided on few changes in the way information is presented on screen. Mostly seeders.
I can now load/save levels from disk. I also added some new cell states, so now we have active,inactive,object,destructible and indestructible cells. I will probably add few more when engine coding is finished.
Added the player,bitmap,level,system class objects.
EDIT:
You can download the concept version here:
http://www.mediafire.com/?de2i3hluj6x0imp
Wednesday, 8 February 2012
Update
Development will continue from 0.1.5 version.
I'm currently restructuring engine and fixing bugs.
I'm currently restructuring engine and fixing bugs.
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