Testing Goalkeeper AI :
http://i.imgur.com/xiHbZ3J.mp4
In response to Tacurumin
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Tacurumin wrote:
Testing Goalkeeper AI : Is there a height mechanic? Or can the ball be "caught" at any point? I just noticed the ball had a shadow when the goal keeper threw it. |
A whole page without a Feed update? Unacceptable!
You can now customize and save your characters! |
In response to Unwanted4Murder
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Yassssss.
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In response to Unwanted4Murder
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Choice to go nude?
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New Loginscreen:
http://media.indiedb.com/images/members/5/4001/4000357/ profile/Capture.PNG The background image is a placeholder found online. I will replace it after Alpha test. |
I love the concept of the "Eyesight" in Assassins Creed series and its stealth attack. So I am going to implement that here.
https://gyazo.com/bdde87cf3d64749df9e5f3532a8b329b The stealth attack will be 1 hit Kill if you can stab the mob from the back. |
In response to MysteriousProgrammer
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There is actually a basic height mechanic, but for this first version, the players can't fight for the ball on the air.
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If you haven't joined our Discord channel, you should! I post screenshots, updates and we all discuss certain features and how they should be implemented in-game. I also send links to private servers to test the game once awhile ;)
https://discord.gg/5VSDrCX With that said, I've been working on AI and skills for the last few days. Here are a few screenshots and a little video showing the current gameplay. [Watch in full-screen 1080P) |
In response to Kidpaddle45
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You've done a wondrous job at creating a fairly decent atmosphere to the world of Kaizoku. Only thing that bothers me slightly is the walking seems a little jumpy, you and your artist might want to smooth that out a little. Other than that I would give that game a try in a heart beat!
Edit: The UI could use some work however, in my opinion of course. The health system, shortcut keys and the bottom right UI bar seem "extra". Almost as if they don't fit in with the art behind it. If I were you I would take some tips from Severed World's UI, they made it theirs beautifully. |
In response to Tacurumin
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digging the ssj hair
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I'm still here, in the shadows, making stuff happen.
The first map in Beware of the Weredude still needs some tweaking and testing but for the most part it is complete. What's left to do is revisiting animal AI, adding more stage exclusive items and adding some new weapon effects(Burning & Bleeding). Burns will light up what they hit periodically, bleeds will lead to permanent debuffs. What's next? A new map. Maps in BotWD will share some items but have map exclusives. There is also no plan to have two maps share a single character or game mode. With that said, this map will have SEVEN new characters and how these survivors win will be very different to the first. I'm not going to get in-depth about the new mode but it's something to get excited about for sure. Map 2's specifications
Concierge Very Quick Character Select Sketch(Everything isn't lined up properly) Bad Guy chillin' Poolside If you'd like to be a part of the action, your best bet will be joining the game's Discord here: https://discord.gg/zWFKaGj. I plan on being more active in the new year so stay tuned for more :) |
In response to Flame Guardian
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I haven't been following this at all, is this some kind of survival horror-y game? X number of players live in Y place whilst Z thing tries to kill them?
Sounds cool if so, and the aesthetic is looking pretty grim too! Best of luck. |
In response to Rushnut
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Rushnut wrote:
I haven't been following this at all, is this some kind of survival horror-y game? X number of players live in Y place whilst Z thing tries to kill them? Thanks Rushnut! Your concept is pretty spot on. Thing is though, no one knows who Z is until about 10-15 seconds into each game. Rounds start on sundown and once it gets really dark out, a werewolf or two(depending on the map) reveal themselves. I am hoping that distinguishing factor I will lead to some seriously adrenaline filled gameplay!! |
In response to Vegeta ssjj2
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Thanks for the loud sound disclaimer D:!
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In response to Flame Guardian
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Looks good, only suggestions I'd have is perhaps a higher framerate, and a different sort of animation/coloring for the lighting.
Rocking side to side, rather than just dimming/brightening might look better. Perhaps with some randomized flicker? |
In response to Bravo1
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Bravo1 wrote:
Looks good, only suggestions I'd have is perhaps a higher framerate, and a different sort of animation/coloring for the lighting. My computer was 50$ off kijiji so I need to keep specs low in order to run my project.(256mb of video ram master race) With that said, I did try to incorporate a world fps and client fps that differed from one another. I feel like I'm not doing the terminology justice, maybe what I did was different, but what I think I tried was setting world fps to 30 and the client to 60 or vice versa. The results weren't that great but there's been an update or two since I tried that so I'll test the waters again. The game is currently running on 30 fps, areas with lights tend to drop my fps a little lower then that though. I LOVE your light ideas though. I was already thinking that I'd have those lights be given random properties, so some will burn out eventually, others flicker, etc. Also I don't know how I'd create the side to side animation, I'm not the greatest with animate() and matrices and so on. Any suggestions? |
The background is taken randomly from a guy on Deviant Art, so it will be changed, but here is an idea of how the Loginscreen will be like.
P.S: The quality has been reduced for some reason when it was uploaded.