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TIGSource ForumsCommunityDevLogs[GREENLIT] Double Death | Moddable Zombie Beat'em Up
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Author Topic: [GREENLIT] Double Death | Moddable Zombie Beat'em Up  (Read 49292 times)
MrBones
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« Reply #100 on: July 05, 2014, 06:53:37 AM »

Quick update: just got authorized on IndieDB!
Check us out here:


Gameplay update later today.
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MrBones
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« Reply #101 on: July 10, 2014, 01:42:02 PM »




glorious glitches! the speed boost upgrade makes you go a bit too fast...


also nice demonstration of the new shop interface.

(the red box is a place holder for a quick debug access to the trader)
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karlozalb
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Do or do not.There is no try.


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« Reply #102 on: July 11, 2014, 01:12:09 AM »

Oh my god, that's the strongest power-up ever made xD
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MrBones
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« Reply #103 on: July 16, 2014, 05:27:35 PM »


New Trader Screen!

And some previews for power-ups:














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MrBones
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« Reply #104 on: July 24, 2014, 07:16:59 AM »

Updates might start being posted a bit slower. Not because the game isn't being worked on, but because the only real kind of coding I'm doing right now is the netcode for multiplayer.

Nevertheless, he's some menu pictures to show you I'm not dead.

Server Setup


WIP Lobby - Still need to add Chat functions



After multiplayer gets done, I just need to finish the modding API and then polish the game/finish the default maps and then it'll be done!

--------

I'm also working on a bit of a trailer, but I'm terrible at video making. Greenlight won't be launched until I finish the trailer.
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MrBones
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« Reply #105 on: July 30, 2014, 04:46:50 PM »



Screenshots from a new map to prove to everyone I'm not dead.

Multiplayer is coming out quite well, it should be done within the next few weeks.

After Multiplayer comes the finishing touches on the Modding API, and then just polishing and mapping and then the game's done!
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MrBones
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« Reply #106 on: August 06, 2014, 11:25:07 AM »



Multiplayer's steadily coming along.
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telles0808
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« Reply #107 on: August 08, 2014, 06:11:45 AM »

Very nice work =D
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MrBones
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« Reply #108 on: August 08, 2014, 10:23:11 AM »

Very nice work =D

Thank you, it's really appreciated!
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MrBones
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« Reply #109 on: August 21, 2014, 07:14:42 PM »

Hey guys, sorry for being a bit inactive!
I've been doing a lot, so rest assured I'm not dead.

Multiplayer is now pretty much working, and I finished Lobby for players in between games. Currently the only things I need to add to multiplayer is text chat. Also, I'd like to fix the Trader obviously, as it's a bit glitched right now for the client-side of the game.

I've also made all keys rebindable, and I have started adding support for controllers.

Lastly, I've started working on the arcade/story mode.

In arcade mode, as seen here, whenever you get close to something you can interact with (such as a door), this "!" dialog will pop up over your head.
As far as story goes, don't expect anything too serious. It's made to be as comedic and cliche as possible.

Once again thanks for following progress! I'll have a lot more stuff to show you guys real soon.
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MrBones
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« Reply #110 on: August 22, 2014, 07:38:42 PM »



more arcade/story mode progress
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MrBones
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« Reply #111 on: August 30, 2014, 06:43:29 PM »


so i added a text outline for most of the UI text, I think it's a big improvement


also pro strats aka gameplay
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mirrorfish
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?!?! ... It's just a box.


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« Reply #112 on: August 30, 2014, 06:51:34 PM »

Nice pixels dude, I like the look of the zombehs.
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MrBones
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« Reply #113 on: September 02, 2014, 11:24:31 AM »

today I added gamepad/joystick support to the game, so that's pretty cool

unfortunately I can't record any footage which specifically relates to this, so here's me avoiding zombies in a warehouse (I'm using a gamepad)

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MrBones
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« Reply #114 on: September 06, 2014, 03:57:29 PM »



completely 100% professional HUD redesign by a friend
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MrBones
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« Reply #115 on: September 07, 2014, 04:12:36 PM »

So, here's a somewhat in-depth update for once.


First off, here's a more serious sketch of the new player HUD. The red circle gets smaller as you lose HP, and the inner circle does the same as you lose ammo.


Here's what I've done so far to adapt the HUD. As of now, the ammo bar replaces the mid segment of the front and counts down from each side (one from the left, then one from the right, and so on). Each piece of ammo represents roughly 3 shots. Currently, there is no animation for the circle being decreased either, segments just disappear.

Now, I'll talk about a new mechanic I'm adding to the game! The backpack icon seen in the sketch above is always present at the bottom right of the screen, with reserve ammo and money. By tapping a specified key, the backpack will open. Your backpack contains all of your currently equipped powerups, cash, and reserve ammo (it also allows you to hold quest items in Arcade Mode). You can drop your backpack on the ground, and you can also trade your backpack with other players (which then swaps all reserve ammo, cash, etc). For each player there is a different color backpack.

And that's the news for today!
If you have any feedback, please, please let me know! I really want to make sure I'm on the right track here.

Thanks for keeping up with the game!
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MrBones
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« Reply #116 on: September 09, 2014, 05:17:09 PM »



Hmm, what's this?
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MrBones
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« Reply #117 on: September 13, 2014, 01:37:31 PM »


sorry for the ai glitching out here, I took the recording at a bad time

New Animated HP Bar!
Ammo bar coming soon, along with the Backpacks!

Also, good news! Multiple weapons are finally being implemented:
-Rifle
-Pistol
-Dual Pistol
-Minigun
-Melee only (axe most likely)
All these are being implemented in addition to the shotgun, and new melee animations (kicking) are also being added.
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MrBones
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« Reply #118 on: September 18, 2014, 11:50:54 AM »



oh boy oh man
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MrBones
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« Reply #119 on: September 21, 2014, 07:08:46 AM »



concept for the backpack menu

also I just noticed, but did 2 pages of this devlog disappear?  Tongue
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