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Planned Dev Progression of the game.

September 11, 2010

Current Alpha:
1. Main Menu
2. Pick Ups.
3. Physics nudging.
4. Game Over screen.
Alpha Iteration 2.

1. NPC Dialog + NPCs
2. Teleport/Doors
3. Inventory and selectable gear + Gear interactable with game world, C4 to blow holes in specific walls.

Pre Beta.
1.More teleportwork, to get dungeon entrences work.
2. Make the Bosses work.
3. Dungeon relaterade stuff, triggers etc.

Pre Gold
1. Make sure the game is playable start to finnish, all bosses killable, possible to find all gear.

Gold.
Release

Every part of the game will be play testeted to make sure there we limit and kill the largest amount of bugs possible.

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A visit to Alpha(alpha) city.

September 11, 2010

I put the planed alpha area togehter in the game. This is close to what people will encounter when they try the public alpha later. + Pickups,  more zombies, a main menu, game over screen.

So alpha is coming.

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Healthbar, death and zombie damage.

September 7, 2010

So I got death and die states working for the player and zombies, the only bug at the moment is that the zombie still finds the players position even if he is dead, and starts attacking the empty ground where he once stood.

Here is the latest movie capturing it all.

Next step is to get the map editor back into a working state.

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Statemachine

August 15, 2010

The Statemachine for the player is working. It even works better then the original code written. The best part is that the code will work “out of the box” (almost) for the zombies and other characters.

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Zz: Update

August 12, 2010

So, my plan was to get the alpha out, with working zombies and player.

This proved to be impossible or atleast a real pain with the current system. So I have instead focused on rewriting the zombie and player code to use a common “core” this core uses a statemachine that will make things easier. So far the player can walk around. This of course means the Zombie will walk around just as fine as soon as it’s old code is removed. Next up is the attack state.

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Call of Cthulhu: The Dome.

August 6, 2010

Tomorrow it’s time for Call of Cthulhu.

I am the DM and I think the current scenario will be quite interesting. The premise is that 6 scientist are suposed to spend 12 months in a enclosed ecosystem, using recycled water, air and growing food. The 6  month mark has just passed and they are starting to get strained. The dome is designed to test a few diffrent scenarios. They have a mars simulation, essentialy a connected smaller dome built to simulate the mars enviornment, this is the only place where they can get additional gear and supplies, done by simulated resource drops. There is the underwater lab. This lab apperas to be connected to an ocean, and it is except that the water the lab has access to is a gigantic isolated glas tank to simulate preasure and support deep sea life.

The game will start with the player characters starting to crack up and going crazy over each others habbit.

In the team we have a Psychiatrist, a Biologist: Hydropondics, a Biologist: Plants and trees, a Marine Biologist: Deep sea creatures and plants, a Technican and a Doctor.

I will write more once I know how it plays out. Oh the Drama!

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Things are going slow.

August 4, 2010

The project is going slow, partly because my wonderful girlfriend has her birthday today.
Happy Birthday love!

My current project is to implement the C# event/delegate system into my gameclasses, specificly into the animations, so i will instantly know when a animation is finnished rather then doing extra updates. It’s possible this will be used for many other things as well, makeing sure the player dies, damage done etc, needs to be confirmed, but mainly it’s a way to make sure things will be executed on animation end.

On a side note, minecraft alpha server was released to day. If you don’t play it already, you should. http://www.minecraft.net

More news in the future. Ps. Got the death animation from my artist, so now zombies die with the right animation.

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The new Project! Zz

August 1, 2010

I have mentioned it before, I even think it’s part of the games that define who I am.

Since the early start of my game making career, I have been a fan of the Zelda series. What I am talking about here is the old pre 3D Zelda. The gameplay was easier, the world didn’t feel as empty, it also felt a lot bigger then any of the 2D counterparts.

So I have finally put my foot to the ground and said, “Time to make a Zelda inspired game”, that game project is called Zz (Zombie Zelda).

The game will take place in a not so distant future where has come. From all intents and purposes it works a lot like the first Zelda, you have to equipable buttons, you have items that you can equip to the box connected to that button, each screen is locked as one area, no scrolling, monsters will respawn when you re-enter an area etc.

The current project will cover three areas, three dungeons, and at least 3 items that are required to advance in the game. Zombies are the main theme, and we will aim for humor and maybe some cameo appearance of famous zombie slayers as well as references.

The project is currently in an early alpha and here are some videos that are not up to date.

Take Care.

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I’m baaaaaack!

August 1, 2010

Hello there, it’s been a long time since last time.

Well I asume not many people are reading hear anymore since it was a year or more since my last post, but that doesn’t matter. I was planing on writting a bit about my latest project, but that will be in my following post, this one is just about, I’m baaaaaaaaaaaaaaaaaack!

Thank You.

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Action Script 3

July 27, 2009

It’s not as bad as I used to belive. With the help of André stuff is moving along a lot better then it would have otherwise. Just small tips on like how to make sure a “constructor’ish” function only runs when the scene exists and not otherwise. Some hints on input, events and other stuff that might no be clear if you come from the c++ swamp.