Posts Tagged ‘Touchdown’

32 hours – progress report

Posted by (twitter: @zapakitul)
Sunday, December 18th, 2011 3:04 am

Previous post here.

Thinks are starting to tie up together, now that I also finished adding the Shield Mechanic for the player. Now, besides being able to dash for a limited amount of time, our little lonely-protagonist can spawn a shield that protects him from evil bullets, and also tosses baddies aside!

The AI has also been improved, Attackers now have a FieldOfView distance. They only engage the player if they spot him, so good bye having a huge swarm of enemies behind the player. This also allows better tactics in the game, as enemies are now evenly spread through the field.

Here’s a small video showcasing the shield:

20 hours in – progress report

Posted by (twitter: @zapakitul)
Saturday, December 17th, 2011 4:41 pm

Previous post here.

Ok, 20 hours have passed like a breeze. I’ve kept myself busy, coding and doing my best to create 3D models that can be identified with ease! Got most of the Core Mechanics working quite well. I now need to polish them and focus on Level Design and media (textures, models, music). This is a full list of features that have been added today:

  • Collision
  • Player and Camera controls (1st person, 3rd person, top-down – although top-down is what I am going to use)
  • Bullet handling for the Enemies
  • Enemy AI. There are two types of enemies, Attackers and Defenders. The Attackers will engage the Player gun-first, while defenders will rush towards the TouchDown zone, in order to defend it.
  • Switching between levels.
  • HUD (Health Bar, Special Bar/Stamina Bar)

I’m happy with my progress today, managed to do most of the things that I had planed. Gonna take a quick nap (2-3h maximum) and then I’m back to adding the rest of the features, and polishing the game.

As a bonus, here’s my Timelapse video. Hope you guys like it.


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.




Progress Report

Posted by (twitter: @zapakitul)
Saturday, December 17th, 2011 7:10 am

It seems that 12 hours have passed since the compo started. It’s time to look back on what I have accomplished in this 12 hours.

I’m going to start with a small description of what is going on in the game:

The game takes place in a vritual environment (tron-like grids). Both the player and his enemies are virtual bots, living in cyber space. The player’s goal is to collect the “Intelligence” briefcase, and send it to the drop off zone. You win points by scoring touchdowns (dropping the Intelligence in the designated area), you loose points if you get killed.

The enemies (baddies as I like to call them) are not hostile towards you at first, but become so when you steal their precious briefcase. In order to reach the drop zone, the player must push (while carrying the briefcase) through the enemy lines. Once the touchdown occurs, the briefcase is reset to it’s original position.

Think of it as a Top-Down Shooter meets Team Fortress 2 and American Football. Up till know I have the following things working:

  • Player controls
  • Collision and Gravity
  • Enemy spawning and a shitty AI that starts to follow you when you pick up the briefcase
  • Dropping and picking up the briefcase
  • Player bullets (enemy bullets to be added soon)

Here’s a rough concept of the playing field:

Here’s a Screenshot:

What do you guys think?


[cache: storing page]