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Progress Report

Update 1: Rotation mechanic and news

Well, I kind of forgot about the weekly updates. Truly though, there wasn't much to update on. Although, I'm starting to get back on track.

Aaaaaaannnnnnnd......

I FINALLY GOT THE ROTATIONS OF THE ARM TO WORK!
They've worked before, but I've refined it to work with handheld items that require exact precision from the firing point of a gun to the mouse. Although, his arm seems to freak out when the mouse gets too close to it... But I suspected this would happen, and I know how to fix it. (it wouldn't be hard at all actually...)

PIC!


Also, I worked a bit on the zooming. I should probably apply the zooming to the actual mobs too...

Progress Report

Progress and feedback : week 2 (8/20/2013)

Nothing much... the week was actually pretty sluggish, but with the beginning of the school year I think I'll be able to meet with my team easier to get more things done.

Programming:
Mostly debugging, but I have made it so that there can be more than one mob at a time! I know, not much, but still at least I'm not giving up. :)

Design:
I've decided it'd be best if I consider this game to not be commercial. It makes sense for people to not care about something that may cost them something. So I've decided that since this game is fairly intimate right now, I am proposing to make it free to play for everyone!

Progress Report

Progress and feedback: week 1 - 8/13/2013

At times, progress may go slow (and ironically, everyone is busy in the summer), but when school starts, a huge pile of art, music, and design will go into the game. In the meantime, I post what I have been doing with the game the past week. Here it goes...

Programming:
The largest feature I have implemented was mobs. It has of course been a design feature I wanted in the game, but I've just barely gotten it in. The mob doesn't have any AI code yet (unless you count a timer that makes it go back and forth), and I also have a little debugging to do to get it cleaned up. I've made it so it easily can import new and different mobs, so I don't have much to worry there.

I also have been working on my own map creator to make it easier for me to import maps instead of creating every tile in-code with "for" loops and small statements. It is still in progress at the moment, hopefully there will be more on it next week.

Art and Design:
I thought I could introduce my first mob to the public. It is called the SQURT, Sanitary Quantum Unification of Random Trash. In other words, it's a cleaner.
I have two design I've come up with:


Tell me what you think, thanks!

Announcement

Future media

I will be adding some gameplay videos to the media, because for one, the game doesn't look so good in simple pictures, and second, I think it would give everyone the idea of what the game will feel like.

Thanks! Stand by for what the game will really look like...

Miscellaneous

Retrobe feedback

I'd like to see what everyone thinks about the design for the game. It could be related to the story, gameplay, or even an essensial mechanic that I should add.

Also, please try not to be mean... it really ruins the spirit of creating this game. If you want to point something out to me that may be interpretted as rudeness, try and make a suggestion of what I should do better.
- I will create an example of this by throwing in an anoying, selfish, irritating, unwanted, slob of a bully. Here is what the nincompoop says, "This game is bad!" Then I think, "oh, what was it I did wrong? I'm just going to fly to the baren moon of Pluto in search of a miserable hole to hide my face in... " It would not be best if I hide my face in a hole on the moon of Pluto. What I suggest is that the bully would've said this, "this game is missing something... how about a flying bionic toast!" If he were to say that, my life will be a lot better, and the game will be improved all from friendly feedback!
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