Update:
LIST
X Finalize Store
X Place player in zone at starting point.
-Create Options screen for main menu.
-Create menu creation screen (I think I already did this.)
-Create 2 Floaters
-Create 2 more floater behaviors
-Add in the other zombie type
-Add in the random spawn boss.
-Create Reward cut scenes for quest 2
-Create Reward cut scenes for quest 3
-Make Twisted Metal use his blood blolt
-Tweak all skills and abilities.
X Tweak Drop system to drop new weapon types
per level
-Check create system and add ability to combine skills of like type to power them up.
-Move intro scene to start of game. And move it to the new cut scene system.
-Tweak controls.
-get different camera view on icon generation.
Update: FORGOT materials
AddItemToTable( ITEM_TYPE_TINY_STEEL ,550.0f, 1, 10);// base metal
AddItemToTable( ITEM_TYPE_TINY_CRYSTAL ,550.0f, 1, 10);// Base Weapon Damage +
AddItemToTable( ITEM_TYPE_TINY_GEODE ,550.0f, 1, 10);// Attack Speed +
AddItemToTable( ITEM_TYPE_TINY_SILVER ,550.0f, 1, 10);// Strength +
AddItemToTable( ITEM_TYPE_TINY_GOLD ,550.0f, 1, 10);// Agility +
AddItemToTable( ITEM_TYPE_TINY_HEART ,550.0f, 1, 10);// Strength +
AddItemToTable( ITEM_TYPE_TINY_VIAL_OF_BLOOD ,550.0f, 1, 10);// Agility +
UPDATE:
Here is the beginning loot chance.
It its (ITEM, WEIGHT OR CHANCE TO DROP, LEVEL IT STARTS DROPPING, LEVEL IT STOPS DROPPING)
Let me know what you think!
AddItemToTable( ITEM_SKILL_GOLD , 1000.0f, 1, 50);
//skills
AddItemToTable( ITEM_SKILL_ENERGY_WAVE , 1.0f, 1, 50);
AddItemToTable( ITEM_SKILL_ENERGY_BEAM , 1.0f, 1, 50);
AddItemToTable( ITEM_SKILL_HEAL , 1.0f, 2, 50);
AddItemToTable( ITEM_SKILL_ENERGY_BOLT , 1.0f, 3, 50);
AddItemToTable( ITEM_SKILL_FIRE_PHANTASM , 1.0f, 3, 50);
AddItemToTable( ITEM_SKILL_PARRY , 1.0f, 5, 50);
AddItemToTable( ITEM_SKILL_VIGOR , 1.0f, 5, 50);
AddItemToTable( ITEM_SKILL_VITALITY , 1.0f, 6, 50);
AddItemToTable( ITEM_SKILL_TURRET_PISTOL , 1.0f, 7, 50);
AddItemToTable( ITEM_SKILL_ARMOR_TALENT , 1.0f, 8, 50);
AddItemToTable( ITEM_SKILL_FIRE_BOLT , 1.0f, 9, 50);
AddItemToTable( ITEM_SKILL_ENERGY_PHANTASM , 1.0f, 9, 50);
AddItemToTable( ITEM_SKILL_BLOOD_BOLT , 1.0f, 10, 50);
//AMMO-AND GUNS
AddItemToTable( ITEM_TYPE_WEAPON_PISTOL_22 , 30.0f, 1, 5);
AddItemToTable( ITEM_TYPE_AMMO_22 , 10.0f, 1, 5);
AddItemToTable( ITEM_TYPE_WEAPON_PISTOL_38 , 20.0f, 2, 6);
AddItemToTable( ITEM_TYPE_AMMO_38 , 20.0f, 2, 6);
AddItemToTable( ITEM_TYPE_WEAPON_PISTOL_357 , 20.0f, 3, 7);
AddItemToTable( ITEM_TYPE_AMMO_357 , 20.0f, 3, 7);
AddItemToTable( ITEM_TYPE_WEAPON_PISTOL_45 , 20.0f, 4, 8);
AddItemToTable( ITEM_TYPE_AMMO_45 , 20.0f, 4, 8);
AddItemToTable( ITEM_TYPE_WEAPON_PISTOL_PHASER , 20.0f, 5, 9);
AddItemToTable( ITEM_TYPE_AMMO_PHASER , 20.0f, 5, 9);
AddItemToTable( ITEM_TYPE_WEAPON_PISTOL_MICROGRENADELAUNCHER , 10.0f, 8, 12);
AddItemToTable( ITEM_TYPE_AMMO_MICROGRENADELAUNCHER , 10.0f, 8, 12);
AddItemToTable( ITEM_TYPE_WEAPON_PISTOL_SPIKER , 10.0f, 11, 15);
AddItemToTable( ITEM_TYPE_AMMO_SPIKER , 10.0f, 11, 15);
AddItemToTable( ITEM_TYPE_WEAPON_RIFLE_223 , 20.0f, 6, 10);
AddItemToTable( ITEM_TYPE_AMMO_223 , 20.0f, 6, 10);
AddItemToTable( ITEM_TYPE_WEAPON_RIFLE_308 , 20.0f, 7, 11);
AddItemToTable( ITEM_TYPE_AMMO_308 , 20.0f, 7, 11);
AddItemToTable( ITEM_TYPE_WEAPON_RIFLE_30_06 , 20.0f, 9, 13);
AddItemToTable( ITEM_TYPE_AMMO_30_06 , 20.0f, 9, 13);
AddItemToTable( ITEM_TYPE_WEAPON_RIFLE_410 , 30.0f, 12, 16);
AddItemToTable( ITEM_TYPE_AMMO_410 , 30.0f, 12, 16);
AddItemToTable( ITEM_TYPE_WEAPON_RIFLE_FLAMETHROWER , 20.0f, 14, 18);
AddItemToTable( ITEM_TYPE_AMMO_FLAMETHROWER , 20.0f, 14, 18);
AddItemToTable( ITEM_TYPE_WEAPON_RIFLE_MICROROCKETLAUNCHER , 20.0f, 16, 20);
AddItemToTable( ITEM_TYPE_AMMO_MICROROCKETLAUNCHER , 20.0f, 16, 20);
// SHIELDS
AddItemToTable( ITEM_TYPE_WEAPON_Shield_0 , 20.0f, 1, 5);
AddItemToTable( ITEM_TYPE_WEAPON_Shield_1 , 20.0f, 4, 7);
AddItemToTable( ITEM_TYPE_WEAPON_Shield_2 , 20.0f, 7, 10);
AddItemToTable( ITEM_TYPE_WEAPON_Shield_3 , 20.0f, 10, 13);
AddItemToTable( ITEM_TYPE_WEAPON_Shield_4 , 20.0f, 13, 16);
AddItemToTable( ITEM_TYPE_WEAPON_Shield_5 , 20.0f, 16, 20);
AddItemToTable( ITEM_TYPE_WEAPON_Shield_6 , 20.0f, 19, 22);
// MELEE
AddItemToTable( ITEM_TYPE_WEAPON_SWORD_SHORT , 50.0f, 1, 5);
AddItemToTable( ITEM_TYPE_WEAPON_SWORD_LONG , 50.0f, 3, 7);
AddItemToTable( ITEM_TYPE_WEAPON_SWORD_KATANA , 50.0f, 5, 9);
AddItemToTable( ITEM_TYPE_WEAPON_SWORD_DEATHS_SPIKE , 50.0f, 7, 11);
AddItemToTable( ITEM_TYPE_WEAPON_AXE_HAND , 50.0f, 8, 12);
AddItemToTable( ITEM_TYPE_WEAPON_AXE_WARRIOR , 50.0f, 10, 14);
AddItemToTable( ITEM_TYPE_WEAPON_AXE_BATTLE , 50.0f, 12, 16);
//potions
AddItemToTable( ITEM_TYPE_POTION_HEALTH_SMALL , 50.0f, 1, 20);
AddItemToTable( ITEM_TYPE_POTION_REJUV_SMALL , 50.0f, 3, 20);
AddItemToTable( ITEM_TYPE_POTION_ENERGY_SMALL , 50.0f, 5, 20);
AddItemToTable( ITEM_TYPE_POTION_SPEED_SMALL , 50.0f, 7, 20);
AddItemToTable( ITEM_TYPE_POTION_ARMOR_SMALL , 50.0f, 9, 20);
//ARMOR
AddItemToTable( ITEM_TYPE_ARMOR_HELM , 30.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_CHEST , 40.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_UPPER_ARM_LEFT , 50.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_UPPER_ARM_RIGHT , 50.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_LOWER_ARM_LEFT , 50.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_LOWER_ARM_RIGHT , 50.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_HAND_LEFT , 150.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_HAND_RIGHT , 150.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_UPPER_LEG_LEFT , 90.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_UPPER_LEG_RIGHT , 90.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_LOWER_LEG_LEFT , 80.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_LOWER_LEG_RIGHT , 80.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_FOOT_LEFT , 150.0f, 1, 50);
AddItemToTable( ITEM_TYPE_ARMOR_FOOT_RIGHT , 150.0f, 1, 50);
Here is another go at the title screen I am going to leave it for now I do not need to be wasting so much time on something you see 5 seconds per play.. =)
I think I will come back and make the buttons be ice or stone with the titles on them.. but that will be later =)