Loot Combat, Gameplay time…

September 27, 2016

Time to tweak it up. I have it all running together now. I will have to get this stage done and then I will start wrapping the game together and only entering story after that and some assets. After that sound and testing. Then Alpha / beta and finally ship it!

Getting there..

September 27, 2016

I am testing the gen with the AI  …now I need to get names over their head and also the loot dropping everywhere.

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Flesh Reavers are back

September 21, 2016

This is a level 1 of course….. but they still pack a punch…

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Moving right along again!

Now to just fill in the flyers…

Putting in the flyers tonight

September 20, 2016

Moving well again…….not much to say but that… takes time and lots of it… but the end goes much quicker after all the generation tools are done…

FINALLY FINALLY GETTING THERE

September 15, 2016

This new direction will really accelerate things =-)…

Levels not generated in the editor for me and the AI is now placed in…

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And yes his head is missing =).. all body parts can be blown off…

Working on getting the AI running

September 14, 2016

The generation has been moved over to the editor… but now I need to see whats up with the AI reconnecting.

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AI generator translated…

September 14, 2016

It now will work for me in edit mode. Thus I can generate the levels and then the AI… Good stuff… Now I need to get it attacking etc… make sure those systems work.. Then I will be back to where I was post decision to go unity’s way and not have dynamically generated levels…. I kinda like that so you can map areas… and they will not change!

 

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Working GREAT now…

September 13, 2016

The below is the level generated below. Now to get the AI in there and get back to creating the story!….Great stuff!

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Got the system transitioned

September 13, 2016

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Now the levels will be premade in the level editor. Which I like and it also allows Unity to do what it does best. This is because I would not be able to use directional lightmaps with rotation of rooms, light probes (which is a must on mobile devices), and I can hand tweak what is generated. Just a little time consuming generating the lightmaps. But I should be able to put together an editor script that will batch run all the levels.

 

More later!

Big change

September 7, 2016

Light probes have done me in a far as dynamically generating levels. Loading in rooms like I do to randomly will have to be done in the editor. I will reshape my generator to work editor size and thus I will have it generate a level to be filled out randomly with events/AI/etc…

I tried everything and it seems there is no way to have the lightprobes which I have to have for mobile devices….

Back to work!!!

Step by step…

September 1, 2016

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Getting better very quickly =)

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Lighting is finally right..

September 1, 2016

Just fixing stuff as I go….. game is fully playable I just need to add cool stuff every day =)..

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Still going…

August 30, 2016

Finding it hard to find any extra time to throw in this project.. but i tis really close to just making the story only now…

 

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Testing all the weapons with AI

August 15, 2016

So far so good… I expect to be adding some more abilities and buff then debuffs and then finally playing the game =)…more lateScreenCap1.png

Enemies can use all the guns you can =)

August 12, 2016

Look out!

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Fish in a barrel…..

August 9, 2016

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Poor Guy!

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Charging a summon for a rocket launcher

August 9, 2016

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Looks pretty cool! Keep on Keeping on!

Grenade Launcher turret below.

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Sorry for the long break…

August 9, 2016

We had a HUGE 2 week vacation..I am back at it though and driving to the end of this project!… More later!

Still going…

July 21, 2016

Day job has been getting me pretty good the last bit… but it does pay the bills!

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Tons of turrets =)

July 14, 2016

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Rocket Turret,  grenade turret, Doomsday, Minigun turret……Turret day!… they come together really quickly its awesome =)…