Spent some time tweaking animations and lighting as some of the ships looked a little flat. The bomber movement is now working, just need to add in homing missiles.
Next job is finishing off the attack waves up to the slow part of the music. At this point, the game will switch to an asteroid field, probably with homing mines and the occasional ship. I need to listen to the music a few more times to get a feel for the attacks required.
Although I'm only about a third of the way through the music, I do have most of the units complete. The major chunk is developing the final boss...
Thursday, 26 January 2012
Tuesday, 17 January 2012
Refinements and Bomber
I spent most of yesterday refining the damage system and Destroyer. I also added a new enemy: Bomber. The Bomber will have homing missiles and shields and appears after the Destroyer.
The model still needs some polish, so I'll hold off any images or videos until it's rounded off.
I'm starting to really enjoy playing the game, even in its unfinished state. This is both a blessing (because it motivates me) and a curse (because I waste too much time playing instead of coding). Hopefully this is a good sign for the playability. My wife also enjoys playing, which is a step forward from Gravity Core!
The model still needs some polish, so I'll hold off any images or videos until it's rounded off.
I'm starting to really enjoy playing the game, even in its unfinished state. This is both a blessing (because it motivates me) and a curse (because I waste too much time playing instead of coding). Hopefully this is a good sign for the playability. My wife also enjoys playing, which is a step forward from Gravity Core!
Monday, 9 January 2012
Damage System, Shields and Destroyer Attack Pattern
Back to some game development this week. Had a good break over Christmas and recharged my batteries somewhat. Actually played some games for a bit, rather than coding!
The player energy (hit points) system is now in place. There will be a 'hardcore' mode for purists, allowing the energy bar to be switched off. In the standard mode, the player will be able to take 3-4 shots and firing continuously will also deplete the shields, hopefully encouraging more measured firing.
Enemies also have hit points allowing for tough bosses. The first boss now swoops down and attacks when the music hits certain key points. It's quite evil.
I'll try to get a point where another video can be uploaded next week.
The player energy (hit points) system is now in place. There will be a 'hardcore' mode for purists, allowing the energy bar to be switched off. In the standard mode, the player will be able to take 3-4 shots and firing continuously will also deplete the shields, hopefully encouraging more measured firing.
Enemies also have hit points allowing for tough bosses. The first boss now swoops down and attacks when the music hits certain key points. It's quite evil.
I'll try to get a point where another video can be uploaded next week.
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