More game work = Less blog time
Not entirely true, but when I’m in the development zone (as I’ve been in the last couple of weeks), I don’t feel like stopping to blog… It’s more a question of “should I had this or should I blog about this I just did?”…
Anyway, I’ve been toiling on both Grey and Chrome Hunter…
On Grey, most of the work has been on the AI of the summoned creatures, including behaviors like “Follow” and “Wander”… Also did some minor UI work, to make the gameplay flow better.
Added also camera control, which was quite hard to get to what I feel is “exactly right” (this being entirely a subjective quality).
Chrome Hunter (I definitely need a better name for this) is advancing much faster (it’s also a much easier game, since I don’t have some many worries in building “good code”)…
I’ve added hundreds of small things, from weapon to gear, improving the map, effects, playability, balancing, etc, etc, etc…
Above you can see the beam cannon, the enemy analyzer and the mini-map.
The ElectroCannon!
We’ve worked mainly on the “Lava Planet”, and I did change the way the map is generated (now it’s all generated at landing, so we can have a more continuous map and the edges of areas are no longer empty); the downside is that I broke everything else in the process!
Anyway, we’ll get that part up and running soon, so that we get the game in a playable state again… That way we can start to balance some of it and see what’s missing…
My to-do list gets shorter everyday, but it’s still one million miles long…
New storyline/cutscenes and better AI for the enemies will take some time, and there’s also some surprises in the game yet!
Next week I’ll be away on a trip for DayJob™, and I might be able to work on it at nights, but it won’t be easy!
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