Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

890656 Posts in 33509 Topics- by 24748 Members - Latest Member: CherrySlug

June 17, 2013, 09:45:14 PM
TIGSource ForumsDeveloperFeedbackDevLogsHęl - Survival Style Sidescroller
Pages: [1] 2
Print
Author Topic: Hęl - Survival Style Sidescroller  (Read 1710 times)
texsuo132
Level 0
**


View Profile Email
« on: June 12, 2012, 06:30:40 PM »

So for a few weeks now I’ve been working on a side-scroller that has some form of survival aspects. I wanted a game where the player had no direct goals but could still progress in some way other than just levelling up. The game is very early on in development but I would like to share my progress so far. All of the graphics are placeholders as I wanted to make sure I could make all the basic features before I focus on things like graphics and music. I hope to create graphics in the next month or so but until then the placeholders will have to do.
The game takes place in a post-apocalyptic world and will feature a large range of areas to explore, the first being a destroyed city. The only enemies are zombies and bandits, though I may include some form of “special infected”. I know zombies are overused but I feel that they fit the type of game.

The artist I was working with is no longer a part of the project for reasons I wont go into. This means that I either work on the art myself (and keep the retro graphics) or I find a new artist.
At this point the first options seems the most likley but I will try my best to find someone else. As graphics are not high priority the art will stay the same for now.

Features
The basic idea is that the player can explore the world while looting and killing. The player also has a base with NPC’s that they can interact with. The player will be able to visit NPC’s and ask that they upgrade the city, though the player will need some form of payment to do this. NPC’s can also sell things such as ammo or food with special traders visiting the base every weekend (actual weekend and not in game weekend). The special traders will give better items provided the player has enough money. The player will only be able to save the game once they are in their house in the player base and they will lose all items in possession if they are killed, though there will be a place to store some items. The idea is that the player wants to explore the city while not wanting to put them in too much danger that could run the risk of death.  
 
So far the player can walk, climb and prone to get around the first area, the destroyed city. I have also implemented items that can be looted and a very basic inventory system along with some basic zombies that will walk around an area, though the player cannot yet kill these and cannot be killed by these. I have also implemented a very basic system where the player’s base will upgrade over time.




Combat
Leveled up by:
Using weapons
Killing enemies
Reloading weapons
Upgrading weapons

Combat bonus:
Faster reload speed
Better aim
Better upgrades(some cant be used if your skill is too low)

Fishing
Leveled up by:
Fishing
Upgrading fishingRod

Fishing bonus:
Better chance of catching fish
Catch bigger fish
Better upgrades

Survival
Leveled up by:
Eating/Drinking
Looting
Making fires
Crafting

Survival bonus:
Ration food
Better chance of finding food
Builds fires
Allows crafting
More loot

Screenshots

http://i837.photobucket.com/albums/zz296/texsuo132/helhungerThirst25062012.png
http://i837.photobucket.com/albums/zz296/texsuo132/revolverUpgrade.png
http://i837.photobucket.com/albums/zz296/texsuo132/Questitems.png

Outdated Screenshots
http://i837.photobucket.com/albums/zz296/texsuo132/Newzombie.png
http://i837.photobucket.com/albums/zz296/texsuo132/Update15062012.png

Videos
http://youtu.be/NDtfu_GMbRo
http://youtu.be/21RwDqsBcpw

If you want to ask me any questions outside of this thread you can drop me an email:
[email protected]
« Last Edit: September 26, 2012, 05:08:47 PM by texsuo132 » Logged
texsuo132
Level 0
**


View Profile Email
« Reply #1 on: June 14, 2012, 09:58:10 AM »

Added a test version of the players base with some updated textures. These are still not final textures.

In the newest build the players base gets upgraded over time while the player is exploring
The game now has shooting that requires ammo(found in crates) and the game uses mouse clicks to handle shooting
« Last Edit: June 14, 2012, 11:50:23 AM by texsuo132 » Logged
texsuo132
Level 0
**


View Profile Email
« Reply #2 on: June 15, 2012, 12:12:24 PM »

I've added a new glass texture a backdrop and updated some textures as well as moving the map to the HUD:


I've also added some NPC's that can talk to the player, though they still need some work.

In this build i have focused on inventory and weapons with a new HUD that can be hidden at any time:


As always these images are still WIP and the game is still early in design.
Logged
texsuo132
Level 0
**


View Profile Email
« Reply #3 on: June 24, 2012, 04:09:28 PM »

Not really added much in the latest build, though i have an inventory system that works as intended along with a base for a quest system. I've made the looting system random giving items based on how rare they are. Each area will have a super rare item that will really help the player.

This shows some of the new items i've added:

The necklace is quite a rare one that can be sold for a large amount. The player also has 2 quest items in their inventory.

This shows the revolver after the player has used a rare upgrade:
Logged
texsuo132
Level 0
**


View Profile Email
« Reply #4 on: June 25, 2012, 02:46:06 PM »

Added hunger and thirst with items to help keep these up. The hunger bar goes down faster than the thirt but food is easier to find. Money is now visual and is included in all loot tables.
Logged
DustyDrake
Level 9
****



View Profile
« Reply #5 on: June 26, 2012, 07:58:39 AM »

Your revolver sprite bugs me a little, seems like some of the proportions are off.
You should probably go google image some revolver pictures.
Logged

texsuo132
Level 0
**


View Profile Email
« Reply #6 on: June 26, 2012, 07:06:27 PM »

Thanks for the feedback! I've been meaning on making the barrel longer so im hoping that will fix the problem. I'll make sure i post the updated one to see if its any better
Logged
Angelbait
Level 1
*


SCARY!


View Profile Email
« Reply #7 on: June 26, 2012, 08:23:08 PM »

Keep it up man!  I'd like to see some video footage going on!  What are the survival mechanics like?

I think Dusty was also referring to where the grip meets the tumbler.  Grabbed a quick image of a snub nosed revolver for ya as thats what it looks most like your going for:

Looking forward to keeping my eye on your project mate!
Logged

Current: Cows With Guns           BLOG/TWEET/FB
texsuo132
Level 0
**


View Profile Email
« Reply #8 on: June 27, 2012, 02:09:32 AM »

Thanks man! I've fallen ill right now so i cant really work on it, but once i recover i'll add some basic sound, then i'll upload a video. The survival is just hunger and thirst right now and you die and lose all of your items if you dont eat or drink. I plan on expanding on this by adding weather that can make you ill if your out in the rain and stuff like that, though im still planning these out.
Ah i see the mistake with the revolver! Thanks very much! I'll make sure i sort that once i get back to work
Logged
eyeliner
Level 10
*****


I'm afraid of americans...

hollow_digger@hotmail.com
View Profile WWW Email
« Reply #9 on: June 28, 2012, 02:19:50 AM »

The gunman is weird. I don't really like him. As it's not final, that'd ok. The game sounds intriguing.
Logged

I'm doing this: Ballin' (held) and Sky Line
texsuo132
Level 0
**


View Profile Email
« Reply #10 on: June 30, 2012, 03:22:36 AM »

Yeah I really dislike his sprites but dont have the time to make better ones right now. They'll be improved eventually! Thanks!
Logged
texsuo132
Level 0
**


View Profile Email
« Reply #11 on: July 04, 2012, 10:09:15 AM »

In the latest build I've added some music (though all music still needs work and might change entirly in the final build). Heres a very early gameplay video:
http://youtu.be/NDtfu_GMbRo

This mostly just shows the inventory/looting system.
Logged
indietom
Level 2
**

Tom


View Profile Email
« Reply #12 on: July 04, 2012, 10:15:11 AM »

What are you makeing this with? What langue?
Logged

Code::Blocks
This is my profile, there are many like it but this one is mine.
texsuo132
Level 0
**


View Profile Email
« Reply #13 on: July 04, 2012, 10:21:37 AM »

Im using c++ with openGL
Logged
texsuo132
Level 0
**


View Profile Email
« Reply #14 on: July 05, 2012, 02:23:19 AM »

In this build I've added player skills! The player can now level up their survival skills, fihsing skill and combat skills.


I have also hired an artist to work with me on the project so in the next few weeks the graphics will take a more realistic look.

Here I will say what bonus each skill will give, though it should be noted that this list could change in the future.

Combat
Leveled up by:
Using weapons
Killing enemies
Reloading weapons
Upgrading weapons

Combat bonus:
Faster reload speed
Better aim
Better upgrades(some cant be used if your skill is too low)

Fishing
Leveled up by:
Fishing
Upgrading fishingRod

Fishing bonus:
Better chance of catching fish
Catch bigger fish
Better upgrades

Survival
Leveled up by:
Eating/Drinking
Looting
Making fires
Crafting

Survival bonus:
Ration food
Better chance of finding food
Builds fires
Allows crafting
More loot
Logged
Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by panic