I use TUMBLR now.
Add me, see my latest works, it's more popular than here, I still get page views so, I'm leaving this up.
DBD will be back in action soon enough, I have actual decent mechanics now.
Thursday, July 4, 2013
Tuesday, March 26, 2013
WE'RE FAR FROM DEAD.
HERE TAKE A PLAYABLE BUILD.
Don't think this gamemode is the real thing, it's a prototype test, there's a lot behind it all that I have disabled.
-Bunch of other goodies.
Let me know if you find a bug other than the game over screen not focusing the mech.
HELP IT'S NOT WORKING!!!
You need XNA installed, here take this: http://www.impliedgames.com/website/trashuploads/1364355199.rar
It's an installer with a 100% working chance.
Monday, December 17, 2012
Sorry for the delay in update, I've been full on in my RL job. I'm trying to get this done for christmas, but at this rate it's going to take me a year to finish DBD, because I like to polish and quality control what I put out.
This update this week!
- Moving AI.
- Fixed some AI things
- New place holder? ore.
- Bunch of other performance fixes.
I might of left out a few things, this week I'll be working on some AI (Make it follow the player and attack player so there's a bit of a game there).
Thursday, December 6, 2012
I know I'm sorry to those that have been WAITING to see what I've been working on, well here's a list of working things that are done in the game now.
- Mech tinker
- Multi mech control
- It now uses 50megs of ram
- It's 1 meg in filesize
- Bunch of UI stuff done
Getting enemies to work now, so you can be invaded, also upgrades need work, and graphical effect, lots of graphical effects and ACTION!
I failed to do my part of a weekly update, I'm sorry guys.
Wednesday, November 7, 2012
So I took a small break from DBD to work on a city building idea I've got.
This is the generator, blue = water, brown = dirt, green = grass, dark green = forest.
I could attach a height map to this and export it to 3d but that will be for another time.
Notes on DBD: I'm more so waiting for Ian and Rick to do the art, which it needs, a lot of the main game is done, I won't release anything until this art is all in and we have gameplay mechanics.
Expect a video very soon (Christmas?)
Tuesday, October 30, 2012
I got part of a new pc too!
I'm currently working out a solution to abilities, to be able to mod your mech, so far it goes something like this:
Ability[CurrentAbility].name = "dig";
Ability[CurrentAbility].mod1 = "fire";
Ability[CurrentAbility].mod2 = "fire";
Ability[CurrentAbility].mod3 = "fire";
if (Ability[CurrentAbility].mod1 = "fire" && Ability[CurrentAbility].mod2 = "fire" && Ability[CurrentAbility].mod3 = "fire")
Ability[CurrentAbility].combinedmods = "inferno"+name;
if (Ability[CurrentAbility].combinedmods == "infernodig")
// Inferno dig code here
But this looks terrible, I'm not really sure how I want to go about it, I'll whip up something though, and maybe leave it till more content is in the game, I want a beta copy up ASAP, so I can show you guys my idea and how it FEELS.
Games are all about the feel for me.