Showing posts from October, 2014

Kick, and Grab

So hey, I managed to sort out the basics for two kinds of finishing moves today.

There's a set chance of an enemy being knocked down instead of being flat-out killed when they've taken critical damage. At this point, you can either kick them or pick them up. Kicking sends them flying a fair amount away, potentially into a wall to be lodged into. Picking them up, currently, enables you to move them about before throwing them forward.

I've had some ideas, I'm thinking of letting the player use the picked-up enemy as a human shield. Think Gears of War 2. It's a potential mechanic that shouldn't be too hard to implement. I'm tempted, also, to allow the player to throw the enemy with an attached grenade, again, ala Gears of War 3. Part of me feels this is too derivative and too far from the theme.. part of me just wants to code it.

So, yeah, more features! Probably implement the above mechanics tomorrow, or just bug fix. Anyhow, off for a bit of R&R now, vid…


Tonight I've been working on stun lock for enemies. Damage freezes enemies for a set period of time, melee more than ranged. During this time the enemy can't move, fire or turn. They'll display a damage animation when I do the art pass. This enables melee focused players to get in on an enemy and finish them off, and allows a ranged focused player to take on groups of enemies without being swamped.

I think.

Anyway it's a feature, one I've been meaning to implement. I'm going to polish it up tomorrow, but after that I'm going to work on melee knockback and kicking.

These are features that have been broken by the AI rebuild, so I'm retreading old ground. Still, progress.

I've also been thinking hard about the theme of the game, and made some ground there. No notes for now, haven't settled on anything solid yet.


- Rob

Excuses and a minor update

I don't know if I explained this before, but as this project has gone on I've had less and less time to work on it, and increasingly complicated tasks to complete.

I work weekdays, leaving me a few hours after to work on the game (if nothing else is in the way, and if I'm not shattered). I see my girlfriend pretty much every weekend, so I don't work on it there.

Compare that to when I started, when I had considerably less responsibilities (no job, no lady).. you can see why I'm so slow to update.

Right, anyway, enough of making excuses. Just wanted to defend myself a little. Now onto the real purpose of this blog - stuff!

I completely rewrote the menu and now there's a basic menu system all sorted. It needs art, but it's functional. I can't do any art until I have a style guide, so that's on the shelf for later.

One (serious) problem involves a concept known as 'delta time'. See, for some reason, in the software I'm using, frame rate dir…