Good Guys - Diary | Day: 28


January 7, 2009. Day 28

       New Update. This picture is already old as I have more updates added in.


January 4, 2009. Day 27

       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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**LONG BREAK TAKEN AGAIN**

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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November 10, 2009. Day 26

       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.


October 15, 2009. Day 25

       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...:


October 9,13,14, 2009. Day 22-24

       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.


October 8, 2009. Day 21

       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.


October 7, 2009. Day 20

       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.


October 4, 2009. Day 19

       Apparently this page didn't keep my updates. I forgot what else I did but here is a walker enemy type.


September 25, 2009. Day 18

       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.


September 20, 2009. Day 17

       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


September 19, 2009. Day 16

       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.


September 18, 2009. Day 15

       Took way too long but I put in the gun turret into the game. There is now a turret class for the game engine.


September 17, 2009. Day 14

       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.


September 13, 2009. Day 13

       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.


September 12, 2009. Day 12

       Player now has health and can be damaged by the "Goo". Health packs are in and work. I modeled some roads.


September 11, 2009. Day 11

       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.


September 3, 2009. Day 10

       Added some skyscrapers and UFO's that fly around while in game. Rockets now have smoke attached to them. Nothing special just yet.


August 29, 2009. Day 9

       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.


August 25, 2009. Day 8

       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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**LONG BREAK TAKEN**

I moved and was busy with some other things and working.

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July 17, 2009. Day 7

       Another building for the city. I will be working on the main intro cutscene soon.


July 16, 2009. Day 6

       This is the professor for the good guys. He is running the shots giving intelligence and weapons. Some more city architecture.


July 15, 2009. Day 5

       This is the head bad guy and his assistant.


July 14, 2009. Day 4

       Video of some buildings and animations for the bad guys.


July 13, 2009. Day 3

       Some buildings for level 1, which is a downtown city.


July 12, 2009. Day 2

       The main character you will play.


July 11, 2009. Day 1

       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".