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.

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