So, now something completely unrelated. I put in a Christmas tree gun.
Something Something Christmas
Oh my lordy, it's been almost 10 days since the last post, and that's unacceptable. I don't have a ton to put into this update, just wanted to say Merry Christmas and Happy Holidays to those of you who care about where things are going on Doomer. I've been a little busy with a video project this last week or so, as well as with spend some top quality time with family. As a result, a lot of what I have actually been doing on Doomer has been back-end and Lore stuff. More things have, at least temporarily, been named and the background of the station, as well as it's inhabitants is coming more into focus every day. I'm striving to try to have my cake and eat it too. I don't want the background or the story that's unfolding to get in the way of the game-play, but I also want to make enough of it that interested parties can get more. Right now the solution to that is to have a lot of the background broken into short digestible chunks and keeping the scripted sequences short and concise (If I end up implementing them at all).
So, now something completely unrelated. I put in a Christmas tree gun.
Wyatt White
Something Something Christmas
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Things are always marching forward in the development of Doomer. Sometimes it's a crawl, scraping and tearing at every bug and feature, other times it's a jog, cutting through checklists like a hot knife in butter. The last few weeks have been making good time, added in reworkings of how the GamePad input is read, added in an act one boss, some new weapons, a load of placeholder sounds, and even now some brand new ones of our very own, as well as a bunch of other junk that's too boring to really list.
The game is taking shape, slowly but surely, the background is filling in more and more, the characters and events before your arrival are taking shape more every day, everything from the insignificant squabbles over stacking the cups correctly to the tragic events that left the station in shambles. That's all not to mention the events you'll be taking part in, but we'll save those for later. The plan, as it stands this moment, is to compile a vertical slice demo of Doomer, with stability and design that reflect what we're aiming for across the whole game, at which point we'll do our best to secure a reliable artist (the last thing that we want is for me to draw the whole thing). Assuming people like the slice, we continue on to full production. I plan to put the vertical slice out for free, just to get as many eyes on it as possible. None of the vertical slice levels will be in the story mode of the final game, likely will be included as bonus stages, or a B-Story. Of course, all of this is just plan. In the end a million things could change any of the plans for Doomer, as much as I'd like to say this is set in stone, this is the final plan we'll really have to just keep amending the plan as we roll along. Check back to the older posts if you wan't to know more about Doomer specifically, or just CakeNeq in general. Thanks for reading!! Wyatt White Full of Meat and Blood
I do my be to always be working hard on Doomer, but I thought I'd take a few minutes away from the grind to make the public aware of some of the new tweaks and changes and additions I've made in the last little stretch. The biggest changes are to the default controls for GamePad. I've been tinkering with what works best and feels most natural, as well as trying to make the aiming less awful. I think I've finally settled on a way to calculate the right stick aiming, and the new system doesn't stick the cross-hair to the player when you're not actively aiming.
I've also added in a whole slew of new sounds and little detail animations to make things feel a little more alive. One of my favorite new additions is the sparks that metallic objects throw off when you shoot them. They're not exactly perfect, but I like them alot.
There were more additions, improved bullet collision detection, improved and alternate blood behavior, plus I added a simple saving/loading system, but we'll save those for another time.
Wyatt White Has at least 2 friends
Designing a new area, and I didn't look back over the pieces I'd placed.
While I've got some eyes, I'm gonna throw in a quick plug for Redshift Games. They made some great IOS/Pocket PC First person turn based RPG's. I love them, and they're on greenlight with a remaster built for PC. I'm excited as balls for it to be available, and I'd like to give them a little hand if I can. Check them out and maybe vote for 'em?
Wyatt White One of the people who didn't die yet.
The game always marches on. I've been working the last week or so on the second race of baddies, the Collected. the collected are a composite race that float from system to system in search of information, in any form they can get it. they collect every bit of information they can through the razor toothed tendrils protruding from their bodies.
Right now the tendrils are just grey lines, I'd like to make them gooier and wigglier, but we'll see what happens. In any case, here's a bit of back 'n forth with the Shambler, the newest baddie to join the ranks.
Wyatt White
Really appreciates a good scarf. |
Dev BlogThis is the other place I ramble about what I'm working on. Old Stuff
August 2022
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