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.