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879787 Posts in 33005 Topics- by 24379 Members - Latest Member: alisiahl87

May 25, 2013, 12:10:45 AM
TIGSource ForumsDeveloperFeedbackDevLogsLIFE/DEATH/ISLAND
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Author Topic: LIFE/DEATH/ISLAND  (Read 6568 times)
cactus
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« Reply #45 on: November 08, 2011, 09:01:52 PM »

Leveling is now operational but you don't actually gain any perks from it yet. Added an "achievement" system, so now you get "trophies" whenever you kill something vicious for the first time.



Log saves all your plays automatically in a log folder. Added a few silent log updates that makes them slightly more story like. Going to work on that more later.

Next up is perks and getting all the weapons working. Might do another trailer this weekend!
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cactus
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« Reply #46 on: November 09, 2011, 08:10:20 PM »

Created a Trait system for when you level up, brainstormed 96 traits and implemented 55 of them Tired
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DET. Defective
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« Reply #47 on: November 09, 2011, 08:15:55 PM »

Created a Trait system for when you level up, brainstormed 96 traits and implemented 55 of them Tired

Holy hell. Addicted

Every time I see an update, I need this game more. And more. And more... Beg

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moonmagic
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« Reply #48 on: November 10, 2011, 06:26:24 AM »

Created a Trait system for when you level up, brainstormed 96 traits and implemented 55 of them Tired

I am always amazed at the rate at which you conceive and give birth to things. You are like a super creativity snail, if snails were fast.
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Belimoth
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« Reply #49 on: November 10, 2011, 04:12:44 PM »

what the hell is wrong with you
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Hangedman
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« Reply #50 on: November 10, 2011, 04:22:58 PM »

what the hell is right with you and how do i get it
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AUST
Yamato - ITIAMOSIWE - Vision
If this is the life why does it feel so good to die today
cactus
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« Reply #51 on: November 10, 2011, 04:23:54 PM »

Implemented some melee weapons, but I'm not completely happy with them yet. Wrote scripts so that I can now cleave enemies horizontally and vertically with automatic slash animation, also did another scripted animation for killing enemies with a secret weapon. Might add more blood and gore, since it looked very good with the new scripted animations. Will try to put a new trailer together this weekend. Screenshots tommorrow maybe Smiley

Also finished the trait menu so that it blocks off fully upgraded categories and generally looks and behaves the way I want it to.

Dennis drew some miscellaneous graphics to heighten the mood, including zombies feasting on corpses and hung zombies dangling from tree branches.
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cactus
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« Reply #52 on: November 13, 2011, 05:24:04 PM »

Changed a major design flaw, where I had drawn all the graphics scaled up 4 times instead of drawing to a surface and scaling the surface. Basically had to rewrite 3/4 of all the numbers in the game Droop Anyway, that took a couple of hours, and now I'm almost back to where I was before, but the game runs almost twice as fast.

Just added the explosion effect from Ad Nauseam 2/Ultra Mission and the game's starting to look gorgeous. Also added some extra gore. I think I'll have to add an option to turn it off though, since it can cause some lag when you're cutting 20+ zombies down with one sword thrust, having 400 blood particles on the screen at once.

Current to do list:
-Finish the rest of the traits
-Add the four missing weapons
-Make sure the end screen pops up when you finish the first mission
-Rework the tutorial

I was planning on getting most of that done today, but I have been fixing bugs all day long instead (25 or so) and there's still a couple of nasty ones left.
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increpare
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« Reply #53 on: November 13, 2011, 06:20:21 PM »

Best of wishes for the rest of development, man - I look forward to kicking back and playing this : )
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cactus
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« Reply #54 on: November 13, 2011, 07:47:06 PM »

Thanks man! You'll get your hands on a demo tomorrow if nothing goes terribly wrong! Gonna sleep for four hours and then get back to work Tired

Fixed another 12 bugs. Gah.
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thatshelby
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« Reply #55 on: November 13, 2011, 08:03:45 PM »

This topic was posted on my birthday. You have given me a very, very nice birthday present. Looks great, can't wait to play.
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BlueSweatshirt
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« Reply #56 on: November 13, 2011, 08:10:31 PM »

I'm very excited to play this.  Hand Thumbs Up Left

Are you releasing the demo publicly?(and not for a list of testers or sumthan)
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cactus
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« Reply #57 on: November 13, 2011, 08:19:14 PM »

I don't think there'll be any public demos until the game goes on sale. But hopefully that's not too far off. I might advertise for betatesters soon though Who, Me?
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Belimoth
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« Reply #58 on: November 13, 2011, 09:20:26 PM »

I will box everyone in this thread for the right to beta test.
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Ashkin
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« Reply #59 on: November 13, 2011, 10:18:15 PM »

Forget boxing, I will pummel everyone else to death with my elbows for a chance at betatesting.
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