Snipe skill in.

Update just bought the website finally

MissionEuropaGame.com

I will be getting something small together there since that is where the Armory will be.

It is in it will give you a 2x damage for pistols and a 4x damage for rifles as of now.. all things need tweaking. -)..

Of course the skill LEVEL effects how much of a zoom you get =).. good stuff!… so you find a sniper skill and combine the two and you can zoom closer and get a bigger boost in damage =)..

Really coming along! =).. I am adding more and more for alpha so we can test it all. I think I may get the brag board on it too..it will display your character in a picture and the items. Along with stats and what you have done =).

Snipe video:

CURRENT ALPHA LIST:
-AI Path finding.. something wrong in there..
-Create possession effect for story when entering levels.
-Add in the random spawn boss. (โ€œGore Wormโ€)
-Create Reward cut scenes for quest 3
-Tweak all skills and abilities.
-Check create system and add ability to combine skills of like type to power them up.
-Tweak controls.
-get different camera view on icon generation.
-Create warp device for townโ€ฆ
-go up
-Brag Board

New video of quest 2 complete cut scene=)

will there be a story?.. o HELLS-YA… ;).. I think I have one of the most versatile engines on the device now.. we shall see =-)

Working on the list ..

CURRENT ALPHA LIST:
-One Hand Aim..
-Create possession effect for story when entering levels.
-Add in the random spawn boss. (“Gore Worm”)
-Create Reward cut scenes for quest 3
-Tweak all skills and abilities.
-Check create system and add ability to combine skills of like type to power them up.
-Tweak controls.
-get different camera view on icon generation.
-Create warp device for townโ€ฆ
-go up

Working as hard as I can towards alpha =)

Uploading a video of the game flow =).. IE startup to in game..

Tomorrow I will upload a battle with Twisted metal if I get time =).. his blood bolt is nasty..

Again NO ART OR CODE OR GAMEPLAY IS EVEN CLOSE TO DONE =).. so let suggestions fly PLEASE but realize this is just a progress report for review =)..

————————

WOW .. big bug I found.. radian to angle miss.. where I was using radians in a manual rotation I was doing.. wow.. whoops =).. that took 2 hours .. sheesh..

I am polishing the alpha build making it as good as I can before I release it so it is everything I want first then let you guys beat on it and give ideas =)

The list:

CURRENT ALPHA LIST:
-One Hand Aim..
-Create possession effect for story when entering levels.
-AISpawn points
-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.
-Create warp device for town…

This post will be static a while as I am going to just update it with changes to the list as I work =)

CURRENT ALPHA LIST:
-Make Twisted Metal use his blood bolt
-Detect close to exit for exit level..
-After total loot of quest item make it disappear..or remove effect when it is found.
-Check create system and add ability to combine skills of like type to power them up.
-get different camera view on icon generation.
-Add in the random spawn boss.
-Create Reward cut scenes for quest 2
-Create Reward cut scenes for quest 3
-Create warp device for town…
-Create 2 more floater behaviors
-Add in the other zombie type
-Tweak controls.
-Tweak all skills and abilities.

Saturday ;)

Today I will get a little work
done I am working on fitting the old
intro cut scene into the new system ๐Ÿ˜‰

the new cut Scene system rocks!! I can get a while cut scene done in 30-60 minutes and very good ones at that!

Really getting awesome! Alpha is approaching finally in the next week or so depending on how much time I get. If I was lucky enough not to have a day job this bad boy would hve shipped already ๐Ÿ˜‰

Store is in…

I love it to sell you simply drag and drop from your material/skill/item inventory onto it and it asks if you want to sell it . To buy click and you see a 3d image and description and it asks if you want to buy it.
I want to add in a compare button and I will just not yet.. It will pull up a window comparing what is equipped stats wise. GOOD STUFF!!!

I got in lens flare in 30 minutes last night. Only the 1012313131 time I have written a lens flare system. Simple to slide right in. I wish I had the power to render to a texture a segment and judge brightness off that and dim it. Currently I just shoot a ray to it and see if it is occluded. I may come back and shoot multiple rays or do the render texture method. FOR NOW K.I.S.S. =).. I need the clock cycles elsewhere.

Any-who day job for now then tonight Burn em and Turn em.. =)

YES … that is a lens flare…. the most over used effect ever that is a requirement ๐Ÿ˜‰ lol.. we used to joke about it back in the day when every game seemed to over do it like crazy =)

Tonight I will get back on M.E. but here is a movie at least =)

Here is one showing the flare hiding behind objects.. I forgot to show that! =P

Old video below!

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 =)

Title Menu Done

OK THE LIST..
With the run down to alpha here is the list of To-Dos.
This will vary as I find new things.. =)

-Finalize Store
-Place player in zone at starting point.
-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.
-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.

Well except for the buttons.. That is part of the menu system I will revisit later =)

the music fits well also for the feeling. After I settle on the buttons it will be the perfect title screen =)…

Check out the swinging motion! lol .. sin wave lookup tables are so useful…

Finally getting down to the last stages before alpha

Current to do list:
X Fix combat text
X Fix AI walking into you.
– Finish Abiltiies

Bonus:
– Create Title Screen Mode and Menu
– add second walker type
– add second floater type
– add third floater type
– create level 1 intro scene
– create reward scene for quest 2
– create reward scene for quest 3
– create title screen mode and assets
– Tweak Gameplay

sry for no post

Update: Well I needed something to take my mind of my dog so I got in 7 shields 7 rims and 7 spikes.. shields are built out of those so there are 7x7x7x5 conditions per tier… here is one in action on both hands…

Now bed time.. as I need some sleep rough day! There will be instances where two shields and just abilities will be useful =)….

I had to put down my 12 year old sheltie today.. what a rough day… I hope to get more work done tomorrow but for now.. wow.. what a day….

argh…

Gotta go clean a boat!

Trying to sell a boat if anyone is interested =)..
Off to clean her up and try to get her a new owner =)
http://dallas.craigslist.org/dal/boa/1696625176.html

But here is a video of the in work flame thrower and rocket launcher.. o and twisted metal in progress the level 1 boss…

As always I am recording this on a MAC mini so the skippy-ness is the capture software killing the little computer.. =). The game runs smooth as glass even on old devices.. =)

LOL.. YES IT IS!!! DUEL WEILD … FLAME THROWER ROCKET LAUNCHER! why the heck not huh?

BAM!

Worth it or not working on the flame thrower… it is tricky as Fill rate by far is the Achilles heel of the iDevices. Taking some time as it is a press and hold item to I have to fix that as when I added in the new menus I forgot that little feature.. with the code design it should take 30 min or so =).

Back to work. I need to get the rocket launcher finished then on to abilities.. Then a few cut scenes, main menu, and some serious combat tweak-age.. then woohaaa alpha testing time -=)

Todayโ€™s Goals:
X Finish spiker pistol
X tweak out rifles
– tweak out abilities

Bonus:
– add second walker type
– add second floater type
– add third floater type
– create level 1 intro scene
– create reward scene for quest 2
– create reward scene for quest 3
– create title screen mode and assets

I made a decision to “open” 2 weapon types per level.. maybe 1 per level… meaning the drops will start occurring at a spaced out range not all in tier one. They will be spaced in damage also. I already now have 22 weapon types.. now each type of course has 3 parts that are added to it. A stock main chamber and barrel thus each weapon can have a TON of different varations

7 x 7 x 7 x 7 enders x 5 conditions = 12,000 different rifles alone for the first 12 levels

New Movie

Today’s Goals:
– Finish spiker pistol
– tweak out rifles
– tweak out abilities

Bonus:
– add second walker type
– add second floater type
– add third floater type
– create level 1 intro scene
– create reward scene for quest 2
– create reward scene for quest 3
– create title screen mode and assets

Here is the Death Spike right hand and Micro Grenade launcher left hand. The new Health bars are in and the bots are being nice and sitting there to take one for the team -=)

REALLY moving now =)

Feel free to share this site with your friends the more the marrier =)

Beautiful day in Texas

AWESOME.. just played on the phone level 1… wow.. feels awesome.. .. might have something here.. the new blood spurts really help.. .and the blood bolt is fun =)

Today’s goals:
X Turn on and fix multi-touch on new menus (just noticed)
X Fix the icon setup issue
X give twisted metal a powerful and good looking bolt attack.
This new ability will be Blood Bolt..

Bonus
X tweak out axes
X tweak out swords
X tweak out pistols
– tweak out rifles
– tweak out abilities
– add second walker type
– add second floater type
– add third floater type
– create level 1 intro scene
– create reward scene for quest 2
– create reward scene for quest 3
– create title screen mode and assets

that is pretty much all I need for alpha except a few days of polish an testing

What’s left until alpha testing

Time to start a daily goal list that I have to get done before bed time =)

Goals today:
X Get Twisted Metal into the game
X Finish Twisted Metals Vocals/cast/taunts
X Get life bars over last hit enemy and bosses in
X Get Blood type effect on bots in
X Get Floaters to die right
X Get AI to stop loitering at AI nodes…
X Get oil blood done

The DISHES are DONE man…. with a bonus point! -O…. now a little Final fantasy before bed… o boy I hope it gets better so far it is REALLY bad… one of the worst RPGS I have ever played…yup… even worse then Gothic.. action action action as a friend of mine says…

Bonus or tomorrow:
X Re-factor buff system to new design specs for the engine. ( not bad at all )
– Finish gun usage and effects.
– Finish Abilties and effects

Here is a list of what I have left to do until alpha.
– start menus
– 2 return quest cut scenes
– build twisted metal the first level boss
– build and add the random spawn level 1 boss.
– build the other 2 types of floaters
– add in the other type of walking bot
– tweak the guns an abilities gameplay
– add a bunch of missing sounds
– fix icon bug
– fix store

Not to bad really each one of those is about an hour
so pretty soon I will post the invite to alpha here keep your eyes peeled ๐Ÿ˜‰

alpha will be the first 3 quests and level one of the game with story and cuts. I will give all tier 1 abiities to test. Along with other items. Then while it is being tested I willwork
on multiplayer. And flip back and forth until we decidenit os ready to finalize. Finalize means I finish the rest of the game content for beta.

Ok gotta go writing this from iPhone ๐Ÿ˜‰

Fence ate my weekend

Tough job but someone had to do it ;)! I still got to put in 4 hours to put in which is pretty good. I refactored the entire effect system tonight because I wanted to expand it’s functioanlity which is almost comeplete. Definatley the best effect system I have made as far as it’s strength and simplicity ๐Ÿ˜‰

good stuff back to work!

Working towards Alpha!

Update… here is an example of another cut scene this is the return cut scene…..
TONS OF CUT SCENES… SCREW the text told stories =)

She is not all there yet =P

Basically adding in cut scenes and fixing bugs =).. I have a few major items left.. then I want a decent level of polish going out with alpha.. I still need to make the intro screen and the like.. I might make it really different and start with the ship intro then you skip and there you are since all the options and menus can be changed in game anyway =)..

Good stuff back to work . This weekends work schedule is getting killed as I have to put up a new fence across 1/2 the yard.. so the schedule will slip a bit not much I hope..

After Alpha 1 makes it out and while it is being tested I will be working on the multiplayer side of things =)