eatcomics wrote:awesome man, its really coming along nice!
thanks for continuing to watch
okay so here is a video showing the stat menu and point allocation. As stated in the video description:
rough example of stat allocation. There will be many more stats which can be upgraded such as bullet damage, burst fire, dive, resistance to infection, defense, health, etc..
main sprite is temporary
I am thinking of maybe putting in multiple characters kind of similar to how they follow each other in a standard turn-based rpg, but will help firing and other skills like medical and explosive damage. Not sure yet on this though.
next on my list is to create a 2nd type of enemy , a dog type, much faster but easier to kill, and then a 3rd being a circular strafe sprinting zombie type. again thanks for still watching these 'small' upgrade videos, just like to share :P
Dude, I love your little updates, you update so frequently its just really inspiring. That skills system is BAD ASS too. I think that that having NPCs follow you sounds cool but wouldn't work too well in practice. Instead have like a class sort of thing, where you could put level points into classes, like Medical or Tank or something. Similar to your skills just you know more specialised
also awesome song.. I was listening to some mmbt right before I watched that video xD
Re: My first game: A Zombie RPG
Posted: Fri Jul 09, 2010 9:58 pm
by EdBoon
Well, it's been a month since I started back on 6/9
I have been doing a lot of code clean up so there hasn't been too much to show lately, but today I did some work , threw a quick video together. I have a lot of new art, thanks to Rachel.
I put in some NPC code stuff and also different motions for different enemies, right now zombies kind of stagger around and dogs are faster to react, run faster, and kind of jump around. I think that is all I will have in the first 'zone' then I was thinking a huge fat zombie that is really slow, take a lot of damage, and falls on top of you if your too close, pins you down for a second , reducing the players speed nearly to zero. Then one that kind of strafes around you, getting a little closer each time.
Each zone will be a huge map, probably a different setting for each, but ability to go back to older ones if you want to level up, but if your like 5 or more levels above the zombies level you will stop getting exp, that sort of thing.
still need a lot of work with stats, more of them, more abilities, more weapons, maybe melee weapons, etc.. probably going to focus on this stuff before going any further with level design.
still a lot of work to be done, but slowly making progress
Dude awesome! don't have time to watch, need to be going to bed, but I will definitely watch it tomorrow, sadly I'm on vacation and the internet is kinda slow round here, so yeah
Re: My first game: A Zombie RPG
Posted: Sat Jul 10, 2010 8:47 pm
by wearymemory
I like the part from 0:00-4:13.
eatcomics wrote:I think that that having NPCs follow you sounds cool but wouldn't work too well in practice.
Could you elaborate, please?
Re: My first game: A Zombie RPG
Posted: Sat Jul 10, 2010 9:11 pm
by eatcomics
Oh on the party system like thing, so you could have multiple NPCs help... Yeah it would be a hassle keeping them alive, and making sure they did what they were supposed to, and I think it would be better to just incorporate different skills for the different kinds of NPCs that you would have, you know so like you could heal yourself when needed or snipe or deal heavy damage or what have you
Re: My first game: A Zombie RPG
Posted: Sun Jul 11, 2010 4:47 pm
by dandymcgee
wearymemory wrote:I like the part from 0:00-4:13.
Haha yeah.
Re: My first game: A Zombie RPG
Posted: Mon Jul 12, 2010 2:40 am
by MadPumpkin
I've been stalking this thread but don't think I've posted. This is awesome man, I'm loving the progress you've made so far in such a small time, and I love how often you update the thread.
Re: My first game: A Zombie RPG
Posted: Mon Jul 12, 2010 4:59 pm
by EdBoon
dandymcgee wrote:
wearymemory wrote:I like the part from 0:00-4:13.
Haha yeah.
MadPumpkin wrote:I've been stalking this thread but don't think I've posted. This is awesome man, I'm loving the progress you've made so far in such a small time, and I love how often you update the thread.
Thanks for the support guys it means a lot.
eatcomics wrote:Oh on the party system like thing, so you could have multiple NPCs help... Yeah it would be a hassle keeping them alive, and making sure they did what they were supposed to, and I think it would be better to just incorporate different skills for the different kinds of NPCs that you would have, you know so like you could heal yourself when needed or snipe or deal heavy damage or what have you
After thinking about it a while I feel the same, since it is more of an action rpg setup. Just too many issues that could come up with a system like that. Although I am thinking about a system that has a world map which would have random encounters like an old-style rpg, but inside of the battles it would still be the action style in a small area, and then at places like the lab it would be a standard level environment. Kind of similar to how TMNT 1 was on NES with the street level map and the underground/inside buildings levels but when on the world map it would be random encounters that you can't control. It would be a good place to level up and whatnot if the player wanted. Of course there would be different areas with different level enemies. Just an idea though
Re: My first game: A Zombie RPG
Posted: Tue Jul 13, 2010 2:30 pm
by eatcomics
I love that idea
Re: My first game: A Zombie RPG
Posted: Tue Jul 20, 2010 10:50 pm
by EdBoon
Here's another update video
I implemented my idea about a 'world' map with random encounters which is shown at around a min.
also added pushback when u are hit instead of continuously draining your life when an enemy is touching you.
wrote a lot for switching maps and map elements/enemies/items etc..
there is some new art in there from moosader (thanks !! )
also wrote the transition effect into random encounters, kind of zooms out then in real quick.
added typewriter text and a new text box for talking with NPCs
hmm what else..
tweaked the collision detection a bit
I spent a lot of time still cleaning up the code, but doesn't really show in a video. Much easier to work with now.
I have been working on a menu system that is almost complete, but its not in this video, ill have one with the menu system and store inventory next.
Just caught up on these updates from about Day 9 The new artwork really improves things and the new gameplay is looking sweet, nice work dawg!
Re: My first game: A Zombie RPG
Posted: Fri Jul 30, 2010 3:29 pm
by EdBoon
GroundUpEngine wrote:Just caught up on these updates from about Day 9 The new artwork really improves things and the new gameplay is looking sweet, nice work dawg!
thank you much.
quick update, revised the pause menu system. I like this much better. also added item management with an inventory.
this game programming stuff takes longer than I expected
watched it I'm in florida now :D but anyways awesome update
Re: My first game: A Zombie RPG
Posted: Mon Sep 06, 2010 10:07 pm
by EdBoon
As you can see its been over a month since my last update. Have been crazy busy at work but I have still been working on the project quite a bit. Mostly I have been working on enemy seek methods and paths. Actually I have been reading through this book called Programming Game AI by Example. I have really learned a lot from it and think its an awesome book if your interested in ai you should check it out. I have taken a lot of different paths as far as how the game is going to play out. decided to play the storyline a lot less and just focus on the action. but anyway i'm out of town for business 2 more weeks starting tomorrow and usually don't get a lot of time to do anything other than work on the trips. so just letting you know i haven't given up!