Fool
Junior Member
Posts: 58
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Post by Fool on Apr 5, 2016 6:53:59 GMT
Well sorry to make you chaps wait so long. Don't get your knickers in a twist over the wait or anything. I went through fifty odd designs before I realized they all belonged in the bin. In a flash of insight, much how Churchhill realized his wife was homely, I figured out the district map had to harmonize with the rest of the game. It had to be simple, clean, and visually limited. And so we end up with this. Its not done, but I spent a lot of time coding the layout. Turns out Stencyl eats text kerning, so layout at runtime is really hard to get just right. Also the bold text? Thats an entirely separate version of the font, because you can't do different text styles in the same text with stencyl. But the hard part is done at the least. I've also done limited work on district generation at the high level. Districts are divided into rural, suburban, and urban residentials, each with their own set of keywords for different district types. So Old Mill Creek is a general district that is rural. Downtown Oakton is obviously an urban commercial district. Oakwood Elementary is suburban residential, etc. The lists are very limited at the moment, and I only have a couple district names to work with. When I get more time I also want to refine these lists, so for example, if an urban residential district is rich it might be "Oakton City Apartments" while, london-style shoddy flats, or american style ghettos might be "Oakton Heights." The name should give you an idea of the district type, density (urban, suburban, rural) AND how nice it is.
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 10, 2016 1:19:50 GMT
Added lighting, which, at this time is very primitive. It gets dark out (and stays dark out because I haven't fully implemented time of day yet). Turning on the torch illuminates a nearby cone that follows the mouse. The torch fades to show remaining strength as it is used, though I don't know if I'll keep it that way or just include a component to show remaining battery. I also added a bridge and river, though the bridge just lets you walk across it, and water is a blocking tile. You can see the ambulance also illuminates nearby tiles, as does anything thats burning.
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L33TMaster
Member
I lurk and mess with tiles, not much else to say.
Posts: 108
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Post by L33TMaster on Apr 11, 2016 14:41:41 GMT
I like the progress, a few questions though 1. who are the creepy shadow people 2. are flashlight's batteries replacable 3. are there going to be other survivors 4. and can you build awesome Mad Max-worthy rides
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 12, 2016 1:26:06 GMT
1. The creepy shadow people? Thats a horde. Tactically different from individual zombies. They move slower, spawn individuals, and will kill you if you make contact. Use molotovs to kill them, firecrackers (not implemented) to distract, or sneak around them. 2. Dunno, but I don't see why batteries shouldn't be replaceable L33t 3. Yes there will be other survivors. And yes you can use them for dumb mules. 4. Vehicles will be scavengable and upgradeable when I get to them. I'm a fan of CDDA.
If you have any other questions post them mate.
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 16, 2016 23:29:04 GMT
Good day mates. Cherio. Lets get to it. First thing you'll notice is items you have equipped are now displayed at the bottom left, along the bottom of the screen, next to where inventory displays. The binoculars are used to look across the map and into other districts, but currently are just a bloody decoration. Second thing on our list is stealth. Zombies or hordes spot you, then they get an eye tag. That horde up top has split off into two, which is more dangerous, and alerted the others. As you can see, brits understand the meaning of "discretion is the better part of valor." You can hide in and under any object with the 'enterable' property. Including corpses. Real posh.
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Fool
Junior Member
Posts: 58
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Post by Fool on Apr 24, 2016 18:19:39 GMT
No screenshots today guys, sorry. Nothing big and exciting as far as feature changes. Went to the market yesterday. Working on bug fixes and the animation system to add polish.
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Fool
Junior Member
Posts: 58
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Post by Fool on May 2, 2016 22:53:37 GMT
I'm late with the update, monday being what it is. No screenshots, but heres the menu music I've chosen. "Autopsy" menu musicJust click 'download' on dropbox, you'll get sign in menu, go to the bottom of that, and hit "No thanks, continue to download." Meanwhile I'll be busy continuing to crank away at bugfixes and polish for RC1.
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Fool
Junior Member
Posts: 58
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Post by Fool on May 10, 2016 2:05:33 GMT
Here, got a short video with the beginnings of real time weather. Mondays are starting to become a thing. Turned off clouds and didn't spawn in any NPCs. Overlays such as the weather sprites and UI conflict with the rain for some reason. Fix that as I go. Heres the link mates. www.dropbox.com/s/r8ee01ynigig0e4/weather-system.avi?dl=0There was audio, but my screencap software only ever cooperates at her majestys pleasure. Priority right now is getting AI follow sorted out, fixing combat bugs, adding menus, tweaking things like opacity, putting in sounds and music, writing some rudimentary systems for npcs that don't want to eat your face and so on.
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Post by zaimoni on May 11, 2016 1:40:13 GMT
Working assumption is that not all of the audio made it to the recording. (The wind made it on my end.)
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Fool
Junior Member
Posts: 58
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Post by Fool on May 11, 2016 21:57:29 GMT
Working assumption is that not all of the audio made it to the recording. (The wind made it on my end.) That helps a bit, still haven't figured out whats going on with it. Also, did you get a chance to listen to the menu music? Reminds me a lot of L4D.
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Post by zaimoni on May 11, 2016 22:51:56 GMT
Menu music...generally appropriate. (Note that I don't *play* a lot of games -- once I commit I want to get fairly good at what I play. So I've heard of L4D but not actually played it).
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L33TMaster
Member
I lurk and mess with tiles, not much else to say.
Posts: 108
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Post by L33TMaster on May 12, 2016 12:04:42 GMT
It reminded me of one of the tense moments from The Last Of Us - good one, try it if you havent
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Fool
Junior Member
Posts: 58
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Post by Fool on May 16, 2016 3:10:28 GMT
Not an 'official' update or anything like that. I've been grappling with a couple major bugs. Now that Rogue Survivor proper is back in development, I don't feel the need to rush so much, so I'm going over some stuff that I pushed out fast and fixing a lot of placeholder code. Menu is in, though its just a screen with options and text, got some animations in, minor improvements as far as features go. Still far to go mates.
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Fool
Junior Member
Posts: 58
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Post by Fool on May 20, 2016 18:38:57 GMT
Heya lurkers. Going camping for a few days with my family, so nothing exciting this week. I'm grappling with new bugs, even after solving the old ones. I built an event editor and its something wicked. NPCs are getting some love, and after that I'm adding vehicles. Cheerio L33t, Zaimoni, and the rest of you.
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Post by zaimoni on May 21, 2016 8:33:47 GMT
Vacation this week: Ok. The event editor sounds technically interesting.
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