Monday, September 8, 2014

end.

goodbye.

Tuesday, December 24, 2013

VERSION REMOVED, STOP


ni allwn adael iddo ddigwydd

Hi, stop

Would be uploaded veisrsion, but took over account, hahahaha, stop




Don't look at the moon when it comes out, stop


Left some goodies though can't release it! Stop



He wasn't ready and neither were you. Maybe next time you'll have a better experiece. Stop.



http://filesmelt.com/dl/Necropolis_Unknown_Version.zip

Wednesday, December 11, 2013

CRUNCH TIME

A common enemy sprite. These guys are special because they're not entirely stupid but they're still stupid enough to be killed frequently.
CRUNCH TIME CRUNCH TIME CRUNCH TIME That's been my mantra for the past week because with my scheduled demo release date on Christmas that only gives me a couple of weeks to work on this project.

 I coded some mildly advanced AI for the cannon fodder enemies 'til I realized that it made them essentially mini-bosses since their AI was almost emulating bots. I definitely toned it down and am putting the advanced AI on hold for possibly stronger enemies.

Now that the coding is all polished and neat all that's left is for graphical touch-ups such as smoother animations and more enemy sprites and the first tutorial map to be finished. If I have the time (though I doubt I will) I'll also throw in a tech demo survival-type map for the player to get a feel for what the general gameplay will be like. I'm hoping that the demo will be able to attract more people and support towards my mod. I don't expect to hype it up to mammoth proportions or really hype it up at all but it'd be neat to attract a few fans. Dunno if I'm asking for too much though since this is only a doom mod. OOPS!

Speaking of which it was Doom's 20th birthday yesterday. HAPPY BIRTHDAY!!!!!!!!!!!!!!!!!!!!! Only one year left and you'll be able to get drunk. Not a lot of games can say that. Some are as old as their demographic like Halo. Huhueuhuhueh get it Halo's 10 years old. Ok

I'm not an artist by any means but I have been making periodic sketches of the different characters. One of which I'm slightly proud of:

A character that chooses to remain unnamed
There are few characters in the mod, but their origins are deep. This is partly influenced the specifically the Ur-Quan of the Star Control series.

At a glance everything is relatively black and white, the story is clean-cut, and to you, the average player, it might seem that the story is even bland at first. Until you go deeper into the world, into the different character's backgrounds and paths, why they committed the acts that they did, why they are where they are now. Thanks to the interactive medium it's taking place in, this simple albeit strange story can mean a lot more than what it appears to be. You have the ability to delve deep into the world you are playing. You can see everyone's past, dark and light, should your curiosity be strong enough. At the end of the game, I don't want the player to feel like they're entering a binary evil-or-no-evil ending. Everyone has their own motives that are all questionably justifiable and it's truly up to what the player believes is the best course of action.

Everything is available for you to discover in this world. Every question has an answer, however scattered and hidden they may be. It's up to you to find these answers.

But that's just what I envision.

Thursday, November 7, 2013

PROGRESS

NO PICTURE TODAY SORRY. Maybe I'll update this post to have one.

Totally revamped a character and drastically altered the story of the mod. Makes it seem less like a horror mod, sure, but it wasn't one to begin with. It was more dark than horror themed anyway. Expect some good-ass writing with this one, because I've just about filled in every plot hole at this point. I hope.

My mood is shit pretty bad lately but I've found that the worse my mood is the more progress gets done on the game. Must mean like that the end product will be basically all of my concentrated self-loathing in a beautiful little package.

Can't think of anything else to say without spoiling. Will post more concept art.

Saturday, November 2, 2013

Happy Halloh wait Halloween was 2 nights ago

A barricade sprite. Not exciting, but I don't want to give away much. You'll see plenty of these in the game!
Was hoping to update on Halloween, but... Shit. Not a lot of work got done to be honest level-wise. Oh well.

I worked on the combo system for the knife weapon more, perhaps I'll put a training dummy somewhere in the game for the player to practice. It's still kind of clunky, I'm hoping to make it really smooth compared to how it is now. Since it's melee oriented I think that it might be wise to implement a stamina system of some sort? But I don't really like stamina personally unless it's coded in really well. I find that it turns fights into back-and-forth repetitive jousting and turtling matches, not like actual split-second reflex combat. Perhaps if I do manage to make a functional dodging or blocking system then I'll definitely make that limited to a replenishing stamina bar of some sort. Or perhaps replace it with a parry system.

I have the stupidest epiphanies when coding things. For example, I wanted an object to appear from another bursting one, but the debris from the bursting object collided with the one bursting out, and as a result the debris sort of floated on top of the other object and looked fairly damned goofy.

In good news, it turns out that I unintentionally made the HUD sprites already widescreen compatible! So almost no work needs to be done in that department, other than readjusting the HUD so that it better fits widescreen resolutions.

Friday, October 25, 2013

You can call me butter, 'cause I'm on a roll

A test page that may or may not end up in the final game. Notes will be fairly rare though; if you find one, there may be some treasures within the vicinity.
I spent all of today basically fine-tuning the first level of the game. Very little map progress, but made quite a lot of scripting-related feats. I have to thank the man that added custom inventory into the language. All of my cool tricks rely on just giving and taking invisible items from the player's inventory. Sort of similar to setting flags, but in a slightly more but functionally identical system of flags and variables.

The first radio room in the game. See it in action here.

The radio system has been implemented into the game flawlessly. It's a good thing too, because aside from the combat and enemy AI, I considered this system to be probably the biggest scripting feat I'd have to work into the game. Now that it's over with, everything from here on will be much easier to take care of, smooth sailing. The only things I really have to worry about now are voice acting. But I can use Microsoft Sam as a placeholder til then I guess. Or use my own faggy voice. Fuck.

The art style is still under consideration: I don't know whether or not to use drawings (That take a very long time to create but are of immeasurable quality) or to use stylized photographs (Very easy to make, simply requires the right lighting and posing and post-production photo manipulation, but looks sort of lazy and might end up looking corny) but I might combine the two. Or merge them together to make the player not sure if what they're looking at was once a picture or a drawing.

Saturday, October 19, 2013

Overall progress

 A couple personal journal entries with embarrassing info and story spoilers. The only things blacked out are very personal stuff. Good luck reading it though, fuckers!
Slow, but solid. Not a lot to show here sadly, most of the work is story-related and I don't want to spoil it, though I can give hints as to what the progress has been like, perhaps.

I said before, at this game's very conception, it should feel like a game you picked up from your older goth brother's dirty, pot-smelling bedroom floor. It should feel like a game that just comes in a CD that's blank save for sharpie on the front saying "Necropolis." It comes with a broken installation file, and the readme is an HTML page displaying basic enemies and weapons in cryptic paragraphs and weird wording like it was translated from some Eastern European language. The whole game should feel haunting when you play it, like you know you're not supposed to but you're doing it anyway. Like everything is just above your grasp and is just out there, and it always seems too "grown up" and confusing for you.

That's the feel I want for my game. Something obscure and mysterious. Something off-putting and, though not quite horrifying, unnerving and disturbing.

I wonder if I just got rid of all of those elements of the game itself by, as the creator, explaining those elements. Fuck. I hope nobody's reading this blog post.

But if you are remember you can subscribe to its RSS feed via the little button at the very bottom of this page saying subscribe to atom. Then you can receive posts on your phone and all sorts of nifty shit!!!!!!!! Do it now if you're still interested dammit. I don't want to lose fans for this. God forbid I do it's the only thing I have to look forward to anymore.