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caiys
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« Reply #30 on: April 22, 2012, 04:36:20 AM » |
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Ah cheers Udderdude, should be fixed now.
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kitheif
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« Reply #31 on: April 22, 2012, 02:17:03 PM » |
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Loving that art style!
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caiys
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« Reply #32 on: April 23, 2012, 01:26:04 PM » |
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Cheers kitheif. Ludum Dare was somewhat of a failure so I'll get back to working on StLB until I come up with some more ideas for Straima.
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caiys
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« Reply #33 on: May 01, 2012, 12:47:36 PM » |
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Well it's gonna take me yonks to get all the core engine coding done for StLB so I think instead I'll just work on whatever cool thing I feel adds most to the gameplay at the time. There's so much that needs doing still that instead of 'releases' I'll just keep an indev build up here and update things maybe every few days or so. So here's some of the noteworthy stuff that's updated: - Each time you sleep there's now a chance of the front door caving in and filling the entrance/halls with infected. This is based on the amount of infected outside (each day there is a chance of new infected arriving).
- Worked on a system for the infected sprites. It's now super-easy to add new clothes/decoration sprites and can be tailored based on the area they appear in.
- Rifle weapons have been added, just a couple of shotguns for now. Also added the revolver which will be the starting gun.
- There's now a chance of a random event happening when you travel to the Streets. Just a basic "surrounded by infected" for now.
- All handlights now require batteries. This is more to add a bit of spice for the differing light types, rather than to hurry you. Also added the flashlight which will be your starting handlight (it's a bit brighter than the old torch).
Save the Last Bullet - inDev But anywho, it's the start of the month and I've got some Straima ideas so I I'll just make a quick update for that before getting back into StLB.
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« Last Edit: May 01, 2012, 11:53:09 PM by caiys »
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oyog
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« Reply #34 on: May 01, 2012, 01:43:41 PM » |
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Just a heads up, the Be Careful Little One title links to the Call of the Wild download on your site. ...I can't believe I didn't know about this thread! 
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caiys
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« Reply #35 on: May 01, 2012, 11:30:08 PM » |
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Ah thanks oyog, fixed it.
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caiys
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« Reply #36 on: May 13, 2012, 09:15:36 AM » |
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Save the Last Bullet - inDevPonderingsI'd like to make the locations to explore much more extensive so have been thinking about how to do that with The Streets. Firstly you'll be able to explore above the shops which will be random (storage, kitchen, etc). You'll also be go through the shops into the backstreets, which will serve as a different way of exploring the shops (i.e. less zombies but you'll need to lockpick most of the doors to get in). There will also probably be a safe somewhere in the shop so that it will introduce both the lockpicking and hacking mechanics. These two mechanics will be quite simple rather than some sort of advanced sub-game. UpdatesI added the Butchers to The Streets which is a good source of meat, though is often overrun. I only just found out you can apply an image_blend over a grey image to create any colour you like, so now the zombies clothes and the shops use this now. Also added a bunch of little touches such as the shops' inside and outsides got a facelift, zombies now bleed when killed and their vision is conical so you can now sneak past them. Rabbits also now sometimes appear in The Forests that can be shot for its meat. Working On NextI'd like to get the bloody meaty chunks mechanic in which entails you throwing these items to distract zombies (similar to Lone Survivor). So you will unlock this recipe once you first enter the butchers and can then prepare them in a kitchen using meat. Probably add a bunch more foods while I'm at it, like offal, porridge, pies, etc. I'd also like to get the inventory weight system in which affects how much you can carry and how fast you move. 
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« Last Edit: May 17, 2012, 09:36:13 AM by caiys »
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caiys
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« Reply #37 on: May 16, 2012, 12:46:34 PM » |
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Save the Last Bullet - inDevPonderings...Thinking further on how to expand the areas, instead of the forests being one long room I'll split them up into smaller rooms so it's much more maze-like. I'll also make the docks an explorable area, heading in and out of big warehouses and boats, the main enemy being gangs but the rewards would be big. Updates...You can now throw bloody meaty chunks which the infected will head for and chow on. The throwing distance is simply based on your state (standing = short-throw, walking = mid, running = long bomb). The physics is rudimentary and a bit buggy but for now it will do until I add in a bunch more throwable items, maybe even throwable parts of the environment like trash cans. You can now make three items in the kitchen (ready meals, bloody meaty chunks, energy drinks), the latter two you 'learn' their recipes when you pick up the item for the first time. New items added: Bloody Meaty Chunks, Porridge, Fizzy Pop, Fruit Juice, Energy Drink.  
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Houndninja
Level 1
"That's what" ~ (she)
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« Reply #38 on: May 16, 2012, 05:39:57 PM » |
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I'm really excited for save the last bullet! the colouring reminds me of the original Silent Hill! 
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caiys
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« Reply #39 on: May 17, 2012, 09:42:24 AM » |
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Yeah it'd be nice to get a bit of the Silent Hill weirdry in there... Pixel Prospector made a post about Straima which was kewl seeing how it's the first indie site to post about one of my games. There's a gameplay vid on there but the quality is pretty bad, though I can't make my own videos due to my crappy comp so I can't complain.
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caiys
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« Reply #41 on: May 21, 2012, 12:47:27 PM » |
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Save the Last Bullet - inDevUpdates...The weight system for carrying items is now in so you can't carry more than your max limit. This means for example if you wanted to head to the forests to chop trees down for wood then you'll need to carry few supplies as wood blocks are heavy. If you carry more than 80% of your limit then you walk 10% slower and run 20% slower. Else if you carry more than 50% you run 10% slower. Most of the stats have been incorporated into the game now. Currently added ones are: Health - Increases your max health/stamina. Toughness - Reduces the penalty to health/stamina (e.g. when hurt/running). Aim - Reduces the chances of missing and increases the chances of scoring a critical hit. Speed - Increases you walking/running speed. Strength - Increases your melee damage and allows you to carry more. Charisma - Decreases/increases the price of buying/selling to traders. The mechanics of it is pretty simple. Each stat has 5 levels which are then usually used as percentile bonus. For example, having a level 5 Health will increase your max health/stamina by 50%, Level 2 would increase it by 20%, etc. 
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DustyDrake
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« Reply #42 on: May 21, 2012, 02:22:49 PM » |
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...Why can I press down to go down, but I can't press up to go up in Save the Last Bullet?
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caiys
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« Reply #43 on: May 22, 2012, 09:17:27 AM » |
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Ah yeah bit of last minute hiccup there when I was adding the code to determine the player's speed. Just updated the inDev with an hour or so of minor things, mostly little bugs here and there and the following items were added: offal, frozen offal, bandages, medikit, baseball bat. Got a lot of work on in the next couple of days so probably won't get much done on the game for a bit. After that I'd quite like to get the changeable clothes system in for the hero then concentrate more on adding to the streets and forests.
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caiys
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« Reply #44 on: May 31, 2012, 12:18:32 PM » |
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Well I got a lot of great feedback on Straima, mostly about bugs, from the folks that found out about the game via Pixel Prospector so I thought I'd end the month updating that. Straima r7- GUI: Options screen now has arrows to make it clear how and when to change settings. Changing settings via the F-keys now informs you of changes via text. Added shift, alt, ctrl, return and space to the keybind options.
- Music: Switched the sound system from Super Sound to Caster so there shouldn't be any more oddities when closing the game.
- Bug fixes: Spent a fair bit of time fixing a whole bunch of bugs mentioned.
- New Object: Clockstopper - Stops the timer for 2 seconds, useful for encouraging dangerous paths during a speed run.
- New Object: Breach Blocket - A block that is destroyed by projectiles or straima stomps.
- New Object: Glooma - Hides anything that's obehind it.
- New Dude: Fasu - Moves in one direction, can travel over anything.
- New Dude: Rolla - Rolls around with very basic AI (i.e. will attempt to jump over holes in floor).
- New Levels: pincushion descent, dissolvelet, aphotica, rollin rollin boingin, fasumaw.
    
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