New Update. This picture is already old as I have more updates added in.
A new jumpstart since the long break. Working on getting a multiplayer map out for some people to test. Should be done in a week or two.
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I tried to get some money backing to finish this project but
it seems that it is still too early. I started work on a new
project doing a lot of high-quality art and actually impressed
myself with the amount of quality that my art improved.
The new project was just moving too slow and I realized that
Good Guys was a unique, fun, semi-finished and easier game idea
to complete. Everyone that I had playtest it said really good
things about it. One of the key things somebody said was:
"I would endorse this." Well Good Guys must happen then if someone
would endorse it. :)
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I finished work on the game demo and have taken a break from hard work. Stay tuned for upcoming work. Here are some clips from the work in the demo.
Modelled some milk crates to hide behind. Added Invisible boundarys for the player which can be spawned to keep you in a fight or room. Particles can now do damage. Designed new particles for fire and explosions.
And of course a video of what will be tested soon...:
Sound effects added in. AI know takes into account raycast to see if it would potentially shoot the main player or not. Suicide Bomber enemy is in and explodes. "RPG Dialogue" for displaying 2D icon face and dialogues. Added in enemy spawn points which takes in a list of enemies to spawn, when the last enemy dies, a new one is spawned. More animations added: death, walk sideways, karate chop.
I worked on gameplay alot. Added in weapon hotspots so they attach to certain points on the characters. A very happy day to finally have everything at a prototype/alpha stage.
Finished off graphics for Level 1, meaning all buildings and cars are in final places. Shadow Map added. New gun added. Fixed camera for more 3rd person feel.
Apparently this page didn't keep my updates. I forgot what else I did but here is a walker enemy type.
I had a slow week. Started to work on the Farm: Level 2. It should be easy as there won't be too many 3d models.
Fixed the road model, it now has intersections and cross-walks. Fixed the sky. AI now has a FOV (field-of-view) property. Modeled a big alien boss (unfinished). Working on the intro cut-scene as well
Added some enemy Dweebs that carry milk out of a store. After you kill them, you will have to track down
some milk trucks already on route.
Took way too long but I put in the gun turret into the game. There is now a turret class for the game engine.
Rocket Launcher can now be picked up, and will be placed correctly on the player. Plays correct animations based on what gun is equipped (example: Running with a gun). Gun Turret 3d model for the player to get into and shoot down UFO's.
I added more functionality to the Blender output system to allow for more customization of objects.
The "Goo" now has AI that faces the player and when in range, will jump at you causing you to lose damage.
Player now has health and can be damaged by the "Goo". Health packs are in and work. I modeled some roads.
Fixed some small physics issues (buildings and player colliding). Expanded the city design, including a crashed ufo. Green Goo enemies have been put in and run on a basic pathfinding system.
Added some skyscrapers and UFO's that fly around while in game. Rockets now have smoke attached to them. Nothing special just yet.
Rockets can now be fired in the game. You can attach an "On Collision" Particle system for explosions. Player can walk around now. Physics is working with collisions.
I textured a Rocket Launcher and Flame Thrower that I modeled a while ago. I also worked on the engine putting in animation and movement controls.
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I moved and was busy with some other things and working.
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Another building for the city. I will be working on the main intro cutscene soon.
This is the professor for the good guys. He is running the shots giving intelligence and weapons. Some more city architecture.
This is the head bad guy and his assistant.
Video of some buildings and animations for the bad guys.
Some buildings for level 1, which is a downtown city.
The main character you will play.
After realizing that a next-gen horror game was going to take a lot of time, management and be held to hardcore gamer standards, I decided to think of an easier game to do. I made a game for school 2 years ago called "Bork", which you can find under "Games" on this website. A very young kid play tested it and was amazed so I decided I needed to make something similar. I bring you "Good Guys".
January 4, 2009. Day 27
**LONG BREAK TAKEN AGAIN**
November 10, 2009. Day 26
October 15, 2009. Day 25
October 9,13,14, 2009. Day 22-24
October 8, 2009. Day 21
October 7, 2009. Day 20
October 4, 2009. Day 19
September 25, 2009. Day 18
September 20, 2009. Day 17
September 19, 2009. Day 16
September 18, 2009. Day 15
September 17, 2009. Day 14
September 13, 2009. Day 13
September 12, 2009. Day 12
September 11, 2009. Day 11
September 3, 2009. Day 10
August 29, 2009. Day 9
August 25, 2009. Day 8
**LONG BREAK TAKEN**
July 17, 2009. Day 7
July 16, 2009. Day 6
July 15, 2009. Day 5
July 14, 2009. Day 4
July 13, 2009. Day 3
July 12, 2009. Day 2
July 11, 2009. Day 1