As discussed in the last post, I'm toying with the name "Aggressor" (I noticed the misspelling below, due to fix!) and as such have rebuilt the menus with that in mind; I've also reworked the pause menu to be mouse controlled, in keeping with the main menu. Score screen! You're given a rank now based on three scores; Aggression, Efficiency and Co-Ordination. You're scored on things like accuracy, combo kills with the wingman, kills through walls ect ect Perhaps what I'm most proud of right now is a tool I've built to speed up level creation. I'm using a 3rd party light script very kindly donated by a talented coder (I've mentioned them before and linked, sorry I don't have the link to hand!) and it doesn't preview in the standard editor, meaning up until this point lighting has been entirely trial and error! Now, I can place and edit lights in real time, and "bake" the results into a text file which is for
Has it really been nearly seven months since I posted? Damn. Game currently isn't a priority, real life has taken the centre stage at the moment. However, I'm still ticking away, getting everything ready to start back up again. Bear with me. - Rob
Working on bringing in the handful of tweaked/new features and getting the core gameplay finished before moving on to the missions. Civilians are in, so is the surrender state for enemies. Both function in a similar way, they hold their hands up when faced with the player, and run away when the player is gone for a while. Civilians will run as soon as possible but I intend to keep enemies in one place for a good 30 seconds, purely so the player can deal with all hostile enemies and secure the area before having to focus on surrendered enemies. Locked doors are also sort-of in place, you can kick down a locked door and blow it off the hinges with a shotgun blast, but there's an item I'm working on which lets you get through a locked door silently and quickly. Locked doors will basically block "quiet" routes, alternate routes that bypass groups of enemies but for obvious reasons are a tactical choice. Lockpick needs work and there's come civilian stuff to fix,
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