Posts Tagged ‘16 hours’

16 hours in – progress report and plans

Posted by (twitter: @zapakitul)
Saturday, December 17th, 2011 11:35 am

Previous post here.

I’m back with a new post. 16 hours have passed since I started working on the game, and things are looking bright (hope it’s not cause I have industrial quantities of coffee in me right now). I managed to implement a basic AI system for the baddies, and I’m building upon it. Since¬† my last progress reported the following changes have been made:

– In order to focus more on the scoring mechanics and gameplay, the player can no longer shoot at the enemies. Instead he must dodge, run, jump and avoid the entire swarm of baddies that charge gun-first towards him.

– Enemies now feature two AI mode: Idle and Hostile! If the player hasn’t pick up the Briefcase, the baddies will run around the arena, acting cute and minding their own business. When the player steals the briefcase and heads towards the Touchdown Area, the enemies enter the Hostile mode, which has them engage the player.¬† Right now I’m working on splitting the enemies in two groups: Attackers and Defenders. Attackers are the baddies that charge towards the player, while Defenders maintain their position near the Touchdown Area firing at the player, defending that position.

– Got the HUD to work, both the HealthBar and the “Special” bar.

– Collision detection between the baddies! Now they bump into each other, turn around and mind their own business. (Only in Idle mode).

– I suck at 3D modeling and graphics, but I’m doing what I can. Right now I’ve added the Player and Baddies models (who are subject to change if I will have enough time left), which look like a low-poly cell-shaded version of R2D2 from Star Wars.

Here are a couple of new screen shots, and a video showcasing the Idle-ing robots.




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