I'd just like to apologise for the huge gap between the posts - a current unfortunate irony is the course I joined to design and build games restricts me from doing just that by chaining me down with deadlines and coursework.
I would additionally like to take the time to thank Dom (Dom2D), who has given Trenchbrain the fantastic opportunity of two features in the Devlog magazine, gives me a fuzzy feeling every time I see my work in there.
I hope this update was worth the wait!IMPROVEMENTS
1. Sprites are given basic shading and detail, implemented using a low opacity brush and eraser to flesh out the characters and enemies. A large low opacity eraser used to lighten half of the character and create a flash effect on the character as he fires. Also, using opacity rather than colour means if I decide to change the colour palette of the game it should just be the background colour and the lights that need changing.
2. Animations of characters made more efficient by scaling the characters width -100% for moving left (rather than using different animations for left and right).
3. Testers complained about the ammo being difficult to see above the player, so the ammo counter is now attached to the radial light around the character that follows the player.
4. Issue of dead player still being able to create a muzzle flash fixed.
5. Reworked the level unlock system – kill based milestones on each level determine how many levels you unlock (30 kills = 1 level/60 kills = 2 levels/90 kills = 3 levels). This way, players have the opportunity to be awesome at earlier levels if they are struggling with harder levels and still unlock the entire game content.
6. Upon being mauled by zombies, the soldier now joins the ranks of the undead with a slightly faster speed and his own animation (have also made him unaffected by barbed wire).
7. Splash screen introduced.
8. Large set pieces built added into levels e.g. stranded tanks, dead trees and artillery guns.
9. Flare throw function added, issue of flare sliding along the floor fixed.
10. Zombies can now turn around rather than running indefinitely into walls.
11. Ammo bug that stopped players shooting if ammo box was empty fixed.
12. Zombie spawning improved by using 1 character with 2 different possible outcomes with matching attributes (1 = left side, 2 = right side).
13. Additional flicker and fade animations added to the flares.
14. Low opacity blocks used for indoor environments.
15. Screen width increased to accommodate for spawning zombies at different heights.
16. Reworking of menu to fit in with rest of game, incorporating rain and darkness.
17. The barbed wire was far too efficient at killing zombies, so damage inflicted to the zombies was removed, simply keeping the zombie in position whilst the player lines up the shot.
18. Opacity of the radial lights has been slightly lowered to create a pretty ven-diagram-y effect when they players overlap. It also applies for lights throughout the level.
19. One of the major hold-ups was a communication breakdown between the sound designer and me. Since, I have contacted another sound designer for the project, Will Bedford (http://soundcloud.com/2-byte/sets/portfolio/
), who will be producing the musical score and a variety of sound effects. (Will is looking for work so drop him a message if you’re interested ^^).
20. Ordering of levels re-worked due to complex levels featured too early.TO DO
1. Melee implemented (If zombie collides with player (if player unoccupied = kill zombie + play playermelee animation)/otherwise kill player) - would like to hear your thoughts on whether I should add this.
2. 4 or 5 more levels (2 of those are done, 1 designed).
3. Refining of enemy spawning for levels.
4. Adding in sound.
5. Flare throwing feature still needs work (see gif second from the bottom to see solider pooping a flare out).
6. Direction of player needs to match their initial direction (should be an easy enough to fix).
7. Probably a duck-tonne of stuff to tweak and polish.FUTURE DEVELOPMENT
I have about 3 to 4 weeks left of University left – unfortunately since my holiday is now coming to an end work once again takes the priority with these last minute paperwork crunches (already spent too much time today working on this project). Whilst waiting for Will to finish the sound, I’ll be refining and fixing as many problems with the game as I can with the time available. As soon as the sound is finished, I’ll post up a link to the first public demo so you can get your mitts on it. Once again, apologies for the delays and feedback on the footage or things you want to see in the game, let me know!
Thanks again for reading!