Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: My Fabulous End of the World - Development Log
Oh god Endermen.
Wed Nov 09, 2011 10:15 pm
Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
Re: My Fabulous End of the World - Development Log
Nonsequitorian wrote:
When will be able to fight these hoards of walking dead?
I usually release a testing build every Sunday but this weekend I'm going off somewhere special so I'll be putting out a new devlog, video and public build, tomorrow.
TorrentHKU wrote:
Oh god Endermen.
I'm so going to make them the scariest thing in the game. Slow but tough and deadly.
EDIT: Also, I just changed their name to Notenderman and I did voice acting for both them and zombies, turned out awesome!
Wed Nov 09, 2011 10:18 pm
Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
Re: My Fabulous End of the World - Development Log
Slow and tough just means you can run around them easily. If you're going to use the same AI, give them the same speed or slightly faster. If you want them to be really scary though, make them fast and attempt to get behind the player, optimally after the player stops paying attention to them.
Wed Nov 09, 2011 10:24 pm
Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
Re: My Fabulous End of the World - Development Log
Duh102 wrote:
Slow and tough just means you can run around them easily. If you're going to use the same AI, give them the same speed or slightly faster. If you want them to be really scary though, make them fast and attempt to get behind the player, optimally after the player stops paying attention to them.
Hmm, I was actually thinking about "Defend X Place" gamemode. To make the player extremely nervous when he sees a giant black figure on the horizon, because he can't run away from it (has to defend X) and if it gets there alive then the player will be ****ed, and that's what I thought would make them scary but now I see that in other gamemodes (I've got planned "Go from A to B" and "Kill everyone!" for now) they would be less of a threat and more like a roadblock. I'll have to think about it.
EDIT: I think that making it randomly teleport around you (but not closer or farther away from you, just somewhere else) would be a good idea. Let's say it's 100m infront of you, and them bam, it suddenly teleports somewhere (still 100m from you) but you don't know where. You start frantically looking for it because it's dangerous and you don't want it to sneak up on you.
Wed Nov 09, 2011 10:38 pm
Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
Re: My Fabulous End of the World - Development Log
Nonsequitorian wrote:
Is there eventually going to be structures, like walls and sich?
I'm planning of fully destructible, procedurally generated (small) city. Very simple though.
Thu Nov 10, 2011 12:41 am
Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
Re: My Fabulous End of the World - Development Log
I ****ing love you guys, you've already contributed more to the game than anyone else, so feel free to give me suggestions.
Thu Nov 10, 2011 10:28 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: My Fabulous End of the World - Development Log
Dear lord this is looking fantastic.
Thu Nov 10, 2011 10:52 am
Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
Re: My Fabulous End of the World - Development Log
Kettenkrad wrote:
Dear lord this is looking fantastic.
Thank you. I hope you all appreciate my voice acting for the zombie moans
Thu Nov 10, 2011 10:54 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: My Fabulous End of the World - Development Log
I was surprised at how good they sound, great work. I've loved watching this game progress, can't wait till you add structures, and ammo and such.
Thu Nov 10, 2011 11:04 am
Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
Re: My Fabulous End of the World - Development Log
Kettenkrad wrote:
I was surprised at how good they sound, great work. I've loved watching this game progress, can't wait till you add structures, and ammo and such.
I made a TON of recordings and post-processing, I'm happy to know that I've succeeded. Can't wait to start on the structures myself, it's going to be so much fun.
Thu Nov 10, 2011 11:07 am
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
Re: My Fabulous End of the World - Development Log
muzzle flash can always be a good thing. as well as ammo and a HUD
Looking good so far, apologise for my lack of thoughts on this topic, Been a tad too busy recently.
Thu Nov 10, 2011 2:18 pm
Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
Re: My Fabulous End of the World - Development Log
LordVonKain wrote:
muzzle flash can always be a good thing. as well as ammo and a HUD
Looking good so far, apologise for my lack of thoughts on this topic, Been a tad too busy recently.
You already contributed a lot, thanks I'd like to know if you still have lightning (shininess) and headbobbing errors though. It works well on my machine but yours is very "special", though.
Thu Nov 10, 2011 2:36 pm
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
Re: My Fabulous End of the World - Development Log
let me download the new update and play it again, i've been cleaning my computer up oddly my main drives love to fill itself with ♥♥♥♥.
i doubt it be a issue somewhat in a few months time since i'm aiming to upgrade my computer to play skyrim later. That or buy a full on gaming computer.
EDIT: nope, no shineyness. Although i was playing it fullscreen.
Thu Nov 10, 2011 5:12 pm
Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
Re: My Fabulous End of the World - Development Log
Great! I practically rewritten the whole game during previous week and managed to fix lots of strange bugs that way. If anything else goes wrong, please, let me know.
Thu Nov 10, 2011 5:39 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: My Fabulous End of the World - Development Log
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