Half a pound of polygons and a pinch of gameplay.

Posted on Monday, July 11, 2011 by thegogglesdonothing

Alrighty, its a little over the week I thought I would need for this, but it is coming along nicely. This new level finally has some small form of gameplay but is still mostly unfinished, one room to finish and another to add to finalize the level mesh.

Still have the weapons to sort out, at least I don't have to hide the scope on the LasGun from the last version this time, now that there is now a zoom function thanks to reworking the weapons so that they fire from the camera rather than an emitter on the weapon, although getting the launcher type weapons working with it might be a bit trickier.

Slowly getting things done though, hope to be able to get this part of it up onto Kongregate as soon as possible, maybe another week, 2 at the latest. This does include making the new meshes for the weapons, adding in some form of narrative, integrating the Kongregate API and some more scripting and modeling of assets, I'm sure I can get it done, possibly, maybe.

I guess its also probably time to reset my version numbers as well, partly because I have no idea what version it actually is.

So, I present to you, the current version;

You Are Not Unique Alpha 0.1

Awesome Title.

New things that go BANG.

Posted on Tuesday, July 05, 2011 by thegogglesdonothing

Starting yesterday night, I decided to not be lazy and actually follow through with my initial plans for my game, some furious coding and mild confusion later, I have something playable. By the end of the week I'm aiming to have a finished gun range training course made up for it, and maybe even menu systems and Kongregate API, those aren't definite but I want to have them done asap after the level is finished. Seeing as I'm jumping straight into a new version, 3.x or 4.x I'm not entirely sure, this project has been a bit of a mess, I'll be evaluating my work thus far.
After a jump break.

HATS, you son of a bitch.

Posted on Monday, June 27, 2011 by thegogglesdonothing

One thing TF2 really doesn't have enough of...is hats, it's more of a hat sim than a FPS, really. Hats are cool, much like bow ties, or a fez, maybe even a stetson.
And thus I have made it my business to produce the best medium quality hats the internets has had the pleasure of looking at renders of. Anything better than medium and it stands to chance the awesomeness will never see the light of day, or a head made of pixels and polygons.
PICTURE THUSLY

Put a gun here, a little explosion there...

Posted on Sunday, June 26, 2011 by thegogglesdonothing

Oooookay finally, here is the "finished" level, the one I have been working on for the past 6 months.
Presenting, the level shown at the Plymouth College of Art Summer Show.
You Are Not Unique.
* Disappointing Fanfair*
>>LEVEL<<

A Momentary Intermission

Posted on Tuesday, June 21, 2011 by thegogglesdonothing

Well, that's it, it's all done, marked, handed in and out of my hands. Any changed to the game now wont be seen by any lecturer or external examiner but that doesn't mean I can't.

Of menus and primates concerned with obsolete technology

Posted on Wednesday, May 25, 2011 by thegogglesdonothing

Because even a single level needs some menus, How else are you meant to pause it and leave it without getting killed?

More Info after the jump.

Much done, more to do.

Posted on Wednesday, May 18, 2011 by thegogglesdonothing

Occasionally I think I may have made my level a bit too big, it's taking time to get all of the rooms filled up with assets and looking good with a clear defined path. There is still much to do and this current version has added more and more to the list of things that I need to get done.


On the bright side, the level has better textures and materials now, with things looking more metal, more shiny and more betterer in general. As far as scripting goes, I still need to get some AI into the level, make the tutorial messages pop better as well as add a distinct end to the level, maybe a tasteful fade to black as you enter the train at the end...

For weapons I will aim to get at least 2 more into the game before I make the final version for the summer show, one of these will be a rocket launcher and the reward for taking the more difficult route through the final part of the level, compared to having an easier time but less explosions. Weapon positioning is one more thing I need to consider, this means playing more games, something I'm not gonna complain about, and take note of what weapons are placed where on the screen and where the crosshair for that weapon appears and how it behaves (raycast from the camera, raycast from the weapon etc.).

New version can be found here

Things not explained in game;
Tab to change weapons
R to reload
Esc to get the mouse back

Handy hint: Explosive barrels may or may not destroy doors.