Tuesday, 13 October 2015
Day 21: Flooring and Health
Today I wanted to work on the health bar and try to get it semi-functional in the game. However, it was requested by the others that I redo the floor tiles inside the house, so that is what I am working on. I learned a few techniques along the way as to how to design the flooring, as taught to me by Jake. I need to make the texture more smooth and resize the boards a bit, but other than that it should be fine. Tonight I am hoping to get some work done on the health bar, saving the work on the floor tiles for tomorrow. I would like to get the opinions of others as I work on the tiles, because these stand out quite a bit in the game right now. Would be nice to get them perfect.
Friday, 9 October 2015
Day 20: Lateness...
This post is a little late. Sorry 'bout that one.
Anyways, the other day I was able to make a better system for spawning the zombies in our game. I was able to make an object that once you get close enough to it, it will spawn a single zombie, then destroy itself. I could also rework it so that every time that you leave the range of spawning, it recreates itself and allows for another zombie to be spawned. I also reworked a bit of the bullet damage variables so that it is a bit more realistic; the shotgun isn't just mowing down hordes in seconds. I finally took the time out of my day to take a screenshot, so here's what we've been up to.
This is mostly what we have so far. There are alot more props in the game, but this is just to give an idea of what the game looks like for now. There is still alot to do as well, and all things I could work on tomorrow, time permitting. I need to bring the health bar up from behind the darkness, and I also need to fix the drawing of the ammo variables so that they are above all of the props, and the darkness too.
Anyways, the other day I was able to make a better system for spawning the zombies in our game. I was able to make an object that once you get close enough to it, it will spawn a single zombie, then destroy itself. I could also rework it so that every time that you leave the range of spawning, it recreates itself and allows for another zombie to be spawned. I also reworked a bit of the bullet damage variables so that it is a bit more realistic; the shotgun isn't just mowing down hordes in seconds. I finally took the time out of my day to take a screenshot, so here's what we've been up to.
This is mostly what we have so far. There are alot more props in the game, but this is just to give an idea of what the game looks like for now. There is still alot to do as well, and all things I could work on tomorrow, time permitting. I need to bring the health bar up from behind the darkness, and I also need to fix the drawing of the ammo variables so that they are above all of the props, and the darkness too.
Wednesday, 7 October 2015
Day 19: Shotgun
Today as sort of mentioned in the title, I made the shotgun have a spread effect with the bullets that it shoots. All I did was make it create more instances of the bullets, and add a random_range in which the bullets will spread. Basically it creates 5 instances of obj_Bullet, where direction=somefiringvariable, and that variable is point_direction(x,y,mouse_x,mouse_y)+random_range(-15,15). (Or something along those lines) I worked on getting some collision code working as well thanks to Stephen. Not too much new information is really available other than that. Everyone is working together to make sure that the game looks good. Tomorrow I may play with the shotgun a bit, just to make sure it works right. I may also work out the spawning of zombies, which could be really cool if it works.
Tuesday, 6 October 2015
Day 18: Run in Guns Blazing
I finally got the guns to work, so now the all have separate ammo counters that don't overlap. They also all work with the magazine idea, where they shoot a certain amount before having to reload. I limited the fire rate of all of the guns as well to be more realistic. The next thing I want to do is make the shotgun have a spread out shot, which shouldn't be too hard to create. I think that will be my project for tomorrow. It should be easy enough to make. I added and changed a few things in game based on requests of the others, but other than that, I didn't work on too much else. Everyone is still working on the same stuff as before for the most part, so there isn't too much to add.
Friday, 2 October 2015
Day 17: Hold Your Fire!
As mentioned in the Day 16 post, I have fixed the guns in the game, so now the arms work, and the game doesn't crash when I try to pick things up. Now, I am trying to make the guns shoot properly, so that that they can actually be used as firearms. They work somewhat, but after the clip is emptied, it won't reload. It's probably just an alarm error that I missed when copying and pasting my revolver code. Jake and Simran are still doing some artwork, and Justin has finished the text boxes. Tomorrow I will get some more work done on the guns, hopefully fixing the clips, and drawing of the text.
Day 16: Fire Away
Today was a challenge, but I managed to get some stuff working pretty well. I duplicated the revolver and made an AK47, shotgun and sniper rifle for the player to use. The art work for the player holding the weapons was very well done by Jake, and the icons were made by Simran. I got the AK and Shotgun to work for the most part, now I just need to fix the sniper rifle. The main thing is that the game doesn't crash when I try to pick up the weapons and ammo, so at least that's a bonus. Justin is working on some text boxes now, so the story can be added into the game pretty soon. Tomorrow I will work on making the guns work separately, having their own ammo and such.
Thursday, 1 October 2015
Day 15:More Firepower
Today I started working on getting the other weapons into the game, and just changing a few small details here and there. I have got everything in the game and working properly for now, I just need some sprites of the player holding all of the guns to be able to finish it, so I am waiting on those. For now I may just work on a house or something while I wait. Simran is also working on making a house at the moment so we can have multiple variations. Justin is doing some visual work as is Jake, and Stephen is doing a bit more technical stuff now. Progress is being made. Tomorrow I will be working on finishing the other guns, for I will hopefully have all of the sprites by then. That way I will be able to tell if they are working or not.
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