вторник, 27 октября 2015 г.

Big cannons and lasers modelled.

Models at finish line
Artist finishes models of big cannons and lasers.

Now I will attach it to project and provide big ship with these weapons. Maybe big badass bosses will use weapons alike as well as player.

Epic cannons
 And how it will fit in game. All logic is implemented, I must change graphics only. My hands tingling to use these awesome weapons in game.

Heavy beamers also ready
Big ship need big weapons. And firing them so pretty cool. Now it has more interesting look.



воскресенье, 25 октября 2015 г.

Dynamic enemy ships now has all weapons alike player

Dynamic enemy ships has all weapons

Working on tutorial level I grow bored of same enemy again and again. And decided to add variability. After weekend enemies now has all weapons from player roster.


 And after executing insertion:
 Ships now dynamically configures self for player tower stack price. And battle will be hard.

Dynamic enemy ship in action:

 You can see how fast it was generated. And I work on splitting ships to basic blocks (introducing non-square complex enemies as bosses).

Some interesting dilemmas:

After introduction of dynamic weapons I see that missile was blown up by first explosion (aka chain reaction). It is looks pretty fun, but gameplay is harmed as well.



Will make them more resistant to damage. More powerful missile silos must be threat, not laughting matter.

понедельник, 19 октября 2015 г.

Night highlight for ship and modules

Power-lines highlight
Decide to make my ship more interesting on night and add highlight of power-lines with animation to it.

Now when night falls you can see your modules. Thinking about adding highlight to enemy as well. But will make it as game mechanic - use energy and reveal enemy with hi-tech radar (not only types, but additional information)

You can see it in action:


Dynamic enemies
I eventually understand, that dynamic ships is more interesting and can add spice to game. And implementing them by hand is very tedious also.
So, after some tweaking I introduced code to make ships dynamically with design which module can be placed to which slot.





This new logic extend gameplay and increase content in game from 24 ships to hundreds.

понедельник, 12 октября 2015 г.

Introduced parallax scrolling and day/night cycle

After good weekend work I introduce parallax scrolling with some clouds and cargo ships to bring more life to scene.

 As you can see now game has more interesting visual part.

Some experimentation give me idea to remove numbers from timeout and add blinds that open up until module is ready.
Experiments with day/night cycle add some idea about night levels.
You can see mouse guided point light when original sun light is go away. It is fun, when you do not know who attacking you until move cursor over their ship


In this video - gameplay with two levels: tutorial 1 - basic controls and tutorial 2 - nanolathe introduction:

Full day from 10am to 11:50pm to upgrade game visuals and make some interesting things to happen. Very joyful experience.

суббота, 10 октября 2015 г.

Developing demo: Level1 - Tutorial A1

After all game mechanics introduced and graphics done I wish to make new demo with it. This is pretty alpha stage game, but already has feeling of full game.

It has beginning, battle and now working on end and tutorials.





Added new background. And think that it must be zoomed out.

Gameplay you can see below:

You see holographic HUD when ship under your command. And after that game is running.

Some text information is needed for story. But placement of it is very difficult. Screen become overcrowded very fast.

After game is ready (to demo) artist promise to make faces for ship command.