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

Login with username, password and session length

 
Advanced search

878764 Posts in 32935 Topics- by 24346 Members - Latest Member: Vuoripeikko

May 22, 2013, 03:38:32 PM
TIGSource ForumsDeveloperFeedbackDevLogsNinja vs Zombies part 2, build #12 (16 August)
Pages: [1] 2
Print
Author Topic: Ninja vs Zombies part 2, build #12 (16 August)  (Read 1809 times)
Moczan
Level 5
*****



View Profile
« on: July 15, 2012, 12:05:48 PM »


One of the first mockups

I spent last week preparing for this project once I've realized I have a lot of code for '2d sidescroller beat'em up with platformer elements' left after I got kicked out of WonderBros, I wanted to do a smaller game and always wanted to improve my first game. What I plan to do is to focus on improving most aspects of the original game, adding some more features and content.

Biggest flaws of the first game were clunky controls and lack of any sort of balance/pacing/flow. The game will be more about slashing through hordes of zombies and less about getting annoyed at flying skulls and bad controls.

It also gets a graphical overhaul, I'm no longer working on it solo so I have more time for coding and the overall quality should be much higher.

I should write more and post some prototypes later, probably starting tomorrow.
« Last Edit: September 13, 2012, 12:00:35 PM by Moczan » Logged
Moczan
Level 5
*****



View Profile
« Reply #1 on: July 16, 2012, 06:06:12 AM »


I've been playing with main character's animations today, I've got the running, jumping and slashing done, there are still lot of rough spots that needs some polishing, but it's a good base. You can play the build by clicking on screenshot, run with arrow keys, aim and attack with mouse.
Logged
Moczan
Level 5
*****



View Profile
« Reply #2 on: July 17, 2012, 11:56:50 AM »


Today I tweaked Ninja's slashing animations, so they continue if you run/jump/stop during them.
As for other things, I've added a sample cementary level with parallax and first zombie. He roams around map, but you can't do anything to him yet.
Logged
Moczan
Level 5
*****



View Profile
« Reply #3 on: July 18, 2012, 08:02:29 AM »


The roaming zombie really pissed me off, so I decided to create and enable sword slash collisions to kick his poor ass. I also made them spawn more if there is no left so you can fill your urges to kill zombies indefinitely. I will try to keep the more formal changelog from now

Changes:
  • Added spawn, idle and death animations for zombies
  • Create sword slash collisions that more or less adapt to the angle we aim
  • Create basic blood particle
  • The circle of spawn and death created, so I can properly create and erase zombies form the level
  • Added WASD for movement
  • probably some other minor tweaks
Logged
Moczan
Level 5
*****



View Profile
« Reply #4 on: July 20, 2012, 02:10:20 PM »


Added skulls, the generic annoying flying enemy we all love! The background got another parallax layer, we are still playing with the looks of it.

Changes:
  • Added flying Skull enemy with death animation
  • Locked body rotation while slashing, so it doesn't look retarded anymore
  • Added another layer to cementary's background
Logged
happymonster
Level 10
*****



View Profile WWW
« Reply #5 on: July 20, 2012, 02:50:39 PM »

Artwork looks lovely! Smiley
Logged

SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
ninja
Level 1
*


View Profile
« Reply #6 on: July 20, 2012, 03:46:47 PM »

This game looks very fun.  Doing good for only 5 days!
Logged

Delver is awsome!!!!!!!!!!!!!!!!!!!!!!!
                 Smiley
Moczan
Level 5
*****



View Profile
« Reply #7 on: July 20, 2012, 04:41:45 PM »

This game looks very fun.  Doing good for only 5 days!

Yeah, I'm pretty happy with the pace of the project and since the artist is ahead of me in terms of assets creation, I can go full-speed ahead. I'm almost 100% sure we will wrap things up in next month, but that's not a promise or anything  Wink Of course the game will be free to play online, we will be seeking sponsorship but I hope it won't ruin the experience too much.
Logged
Moczan
Level 5
*****



View Profile
« Reply #8 on: July 23, 2012, 01:23:40 AM »


Another zombie from the previous rooster is back, the fat, tank-like zombie, who has taken the role of a Sumo, since we try to get more Asian feel with this game (since obviously, it's Ninja vs Zombies). I think it's time I give those zombies some attack so they are not idly killed all the time.

Changes:
  • Added Sumo enemy with spawn, walk, idle and death animation
  • Locked face change during slash animation
Logged
Franklins Ghost
Level 10
*****



View Profile WWW
« Reply #9 on: July 23, 2012, 05:40:34 AM »

Haven't been keeping up with the forums as much lately because of new job so was surprised and disappointed to read about WonderBros.

Good to hear you've found another project and looking nice so far, Liking the graphics and movement seems smooth. I remember passing away hours playing the original of this so will definitely be following this update of it.
Logged

Moczan
Level 5
*****



View Profile
« Reply #10 on: July 25, 2012, 04:59:30 AM »

Haven't been keeping up with the forums as much lately because of new job so was surprised and disappointed to read about WonderBros.

Good to hear you've found another project and looking nice so far, Liking the graphics and movement seems smooth. I remember passing away hours playing the original of this so will definitely be following this update of it.

Yeah I'm trying to make this one 'smoother', so it will probably be faster than the first game. I want slaying basic zombies to feel a little bit like Dynasty Warriors games, they are practically free kill but make the player feel powerful. Enemies like fat Sumo or leaping one from first game (this will be model after Sadako from The Ring) will be the real challenge with even more difficult higher tier enemies I won't spoiler yet Wink

It will also have level progressions and will probably end with Boss fight. Of course it will still have Survival for infinite play, but it will start on hardcore, without 20 minutes warm-up  Evil
Logged
Moczan
Level 5
*****



View Profile
« Reply #11 on: July 25, 2012, 05:17:06 AM »


Finally, zombies start to fight back. The skull will hurt you just by passing through and the standard Zombies will try to rip you with their claws. I've also added a back-walk animation and made the movement slower. You know have a choice of running away faster, or walking back while attacking which is slower. Also made a little change to the background.

Changes:
  • Added collision for Skull
  • Added Zombie claw attack (it will need a little tweak to range)
  • New animation for walking backward, which is slower than running
  • Made the backgrounds layer added earlier a bit less busy, with less stuff it better shows the sky (not seen in the screenshot, you have to play to see it)
« Last Edit: July 25, 2012, 05:26:52 AM by Moczan » Logged
Franklins Ghost
Level 10
*****



View Profile WWW
« Reply #12 on: July 25, 2012, 05:43:44 AM »

Nice update. Impressed at how fast you work on this game and fun to see how it's already becoming addictive gameplay even with only the basics implemented.
Logged

Moczan
Level 5
*****



View Profile
« Reply #13 on: July 25, 2012, 08:20:30 AM »

Yeah, I plan to have prototype with all guys from first game this week, maybe even one of the new if I have time during weekend  Wink But there is still tons of things that will need polish, so I expect to experience the "last 10% takes 90% of time".
Logged
Moczan
Level 5
*****



View Profile
« Reply #14 on: July 31, 2012, 04:40:19 AM »


It was a busy week, didn't have much time to work on a game and I've just started catching up with the schedule. I've implemented some meat chunk particles flying out of defeated enemies as a warm-up exercise, I will be back with (almost) daily build from now on.
Logged
Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by panic