Tuesday, October 30, 2012

Late Sunday/Monday Update #7

Getting more time to work on this is amazing!

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.

Thursday, October 25, 2012

Ultra Late Sunday/Monday Update #6

My apologies to everyone, sometimes RL holds you back from stuff you need to do, in this case I haven't managed to get a lot done this week, but I am cleaning my work area (note: office) at home and brought some new computer parts because my current ATI card keeps blue screening.

So tomorrow I'll be re organising my work habit and area.

So here have a screenshot of some place holder stuff.


I might get rid of the buildings and have everything accessible via the queen, seeing as this is a 'hive' concept, I do have NEW ui's coming, but since we're all working for nothing, all of us have to support ourselves.

I do usually have an explosions of ideas when I play through my own idea, and how to improve, what can make this enjoyable for everyone.

And I refuse to do a kickstarter, I have no use for that money, unless it was 2 million to start a game company and get everyone on board on what we needed to do, and I highly doubt it could get funded, I could always try, but I might do it after this game is made, to show people we're not a scam or something.

For what ever happens, I'll always be here developing projects, even if it's solo or what ever, I enjoy it.

Once I have more of a game together I'll do a NEW video, it all needs to be updated.

Tuesday, October 16, 2012

Late sunday/money update #5

This week I bring you...
Ta-Da! 
(This is a first phase idea set, it's ugly I know, it's kinda obvious that it is)

This is an EARLY build of what I'm going to implement and that is PLAYER MODS, they for the time being work as follows:
  1. Say you want to modify your JUMP.
  2. Click the edit button.
  3. Then attach a MOD to it, different mods will do different things, such as, if you attach a fire mod to your jump, your mech will create a fire based explosion upon landing.
  4. Attach a fire + Ice + Fire mod? You create hot steam when you blast off!
  5. The possibilities are endless, not only that, this is a way to have DIFFERENT MECHS, say you put all your points into def.
  6. You now unlock the ability to slam on the ground because you're a heavy tank.

Literally 1000's of combinations as you can see, how fun will it be to, oh I don't know add FIRE TO WHEN YOU WALK AND LEAVE A FIRE TRAIL?

Once again I know how UGLY this looks, I've by no means polished this.

Wednesday, October 10, 2012

Late sunday/money update #4

A weeks gone by already?

Working on a few things for the engine, more on the underground stuff, trying to get the background to scroll correctly but for some reason if you have 1 image next to another and you move it, due to in consistent updates from the game loop.

Say we have 1 image next to another:

XX

X and X being 2 images, and the game loop runs for a period of time, it will actually not update properly despite you sticking them into an array and looping the array and having the Y co-ords + 1 it will miss calculate.

I'm trying to find a decent fix for this aside from linking everything with the gametime.

Tuesday, October 2, 2012

Late Sunday/Monday Update #3

Sorry for the lateness, I'm building a project mini game to deal with the underground of DBD, and how it generates, I'll release this game for free once I get it working, as you can see the selections aren't working, this is something I could build on.

More details about this later!

Sunday, September 23, 2012

Sunday/Monday Update #2


Been making an EDITOR this week, for my artist, and also working on a new underground system!

You might ask, why not use box 2d or something, that's a fair question, but I'm here to learn about engines, and I enjoy doing so, so far we got alot of the work out of the way, such as

>Lighting
>Shader
>MultiThreading (Still has memory leak issues)
>Tile scanner (Currently working on this to invent a way to do tile destruction, It's awesome so I'm spending the time to work with it)
>Program to make the UI/Animations/Particle effects (Currently working on)

There's much more still to an engine we're working on, but at the end we want to add more content and make it all fit nicely without spaghetti coding and also

>Having 0 Load times

This is something I'm working on too, so far it's looking very promising.

(Give me a month guys for a demo copy, I'll see where we're at).

Here's a little snippet for loading a file onto a form with XNA on it.

I think there was a ton more things I wanted to say, but this will do.

Monday, September 17, 2012

Sunday/Monday Update #1

As promised an update on what's been going on!


Eggcellent.

Got a great idea on what's happening with these, All I'll say for now, Is that your main mech is a cyborg and you hatch from an egg, but that's not even close to what this will allow us to do.

You don't just control 1 mech, you have more, and more eggs, then hatch more mechs, climate affects on what mech you get, so if you're on an ice planet then you will get a mech that has cold resist and so on, I don't think I have to explain how enjoyable this will be.

I'll release more detail next sunday/monday update.