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.
Thursday, November 7, 2013
Saturday, November 2, 2013
Happy Halloh wait Halloween was 2 nights ago
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| A barricade sprite. Not exciting, but I don't want to give away much. You'll see plenty of these in the game! |
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
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| 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.
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| 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
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| 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! |
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.
Monday, October 14, 2013
Story Writing & Concept art
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| Here's some really quick and crappy concept art for a cutscene. |
I think pretty soon once all the writing and scripts are finalized I'm gonna need some VA's. No girls unfortunately, all male cast here. Total sausagefest mod. No specific voice types or anything I'm going for, if you know anyone who's a good VA or you yourself are then feel free to leave a comment giving your email or steam somewhere.
I'm hoping to give the story some sort of balance between conciseness and surreality. Make it easy to understand, yet at the same time it just totally fucks with your brain and leaves you unable to think straight for weeks. Sort of like Xavier: Renegade Angel except not totally out there.
I'm thinking of adding another gamemode that basically acts as some sort of arcade action thing and the longer your survive or points you get then you can unlock special items. But that would require a whole lot of console variable fuckery that I probably couldn't manage.
For anyone wanting to write a story and hitting writer's block, a walk for a half an hour works perfect. My best ideas have been formed while walking.
Thursday, October 10, 2013
I ate a cactus prickly pear
It tasted like shit. I might make it a healing item.
Monday, October 7, 2013
Tweaking AI
Since this mod is mostly melee oriented, I wanted the combat to feel as seamless as possible. It'd be challenging but fair, and timing would be a crucial element. If you time the second slash or the kick just right, you might get out of a scrap hurt-free. But if you mess up a few times, it's to the grave with the player. That's the general attitude I had. I also want running away to always be an option for the player should they be too overwhelmed with enemies, and so I might add in another weapon that would aid in slowing enemies down so that the player would escape.
One troubling issue I had was that the enemies seemed to hit the player almost 80% of the time whenever they were called to their attack states. This made it really hard for the player to dodge any attacks without a dedicated dodge button (which would have to include a whole lot of hackery to make even functional), and the player had to rely on a random 50% pain chance to interrupt the enemy mid-attack just so they could get by without getting hit.
To put it bluntly, it sucked ass. I revamped it.
Originally when a monster attacks, I set it to be a few repeating states of the monster reverse-recoiling itself towards the player while also calling a_facetarget, which meant that the enemy, when attacking, was always directed to the player and only impeccable timing could save your skin. I made it so it calls the a_facetarget function only once, so now it gives the player much more room for error to dodge the attack. I also lessened the amount of space that they recoil and gave them a smaller melee zone radius thing, so you could, with good timing, take a few hits at en enemy and then retreat. One issue solved, then, though I'm sure with my anal retentiveness I'll visit this topic again.
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