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Hello again, everyone! Time for another post for the development of this game, so let's get to it.


What's done so far

First off, I was able to get a simple enemy follow mechanic working, so right now the enemies just look like they're really clingy to the player right now. I'm still going through some ways to set up an Attacking state for each enemy, so that's not working at the moment.

As for the player's animations, however, they have yet to be implemented. As I stated in the last post, I'm not the greatest at 3D animation, and I'm still going through tutorials on how to animate properly in Blender. However, this requires me to search tutorials and other sources online, which brings me to my greatest challenge yesterday: for whatever reason, my Comcast service at home decided to have an outage about midday, rendering my Internet (and any other services) utterly useless. I tried using my phone to get online, but I wasn't able to connect online with that, either.

Surely, this all sounds bad. Luckily, I was able to spend the time in which my services were down to plan out where I want to take this game, as well as create a new model for the default turret players will be able to place in the game.

In terms of the design of the game, I'm thinking of setting up the game in an infinite survival mode for now, since it'll show me how long people will want to play the game on numerous sittings. Throughout playing the game, the enemies will get harder on their own like in most survival game modes. However, I want to let the player dictate how hard the game gets alongside improving their own skills. To make this happen, I'm hoping to set up a Mayhem system where players will be able to pick up items dropped from enemies. These items actually speed up how fast it takes to make the game get harder. The more Mayhem pick-ups you get however, the higher your score multiplayer gets. However, if you wish to have the game get harder at a slower pace, you'll have to *avoid* the pick-ups. The pick-ups would disappear over time, so you'll have to make a decision on whether to pick them up or leave them to the wayside.

This Mayhem mechanic is still going through the planning phases, so don't expect much news about it in later posts.

I've also been going back and forth on deciding whether the player's turrets should disappear on their own or have the player decide to deactivate the turrets with a button press. My main reason for thinking of this is, I need to keep players from constantly spawning in turrets to fight for them, possibly making the game's difficulty trivial. I also want players to think of where and how to use their turrets.

Again, I'm still running this through my own head to see how it could work out, so not much on that front.

What I hope to do today

Today, I hope to finally get the enemies to attack the player and have them get destroyed by the player's turrets. I'm also going to get some more turrets and enemy models worked on. It actually took some time to figure out what kind of look I wanted to have for this game. Currently, I'm liking the abstract look to some of the models I have set up so far; I hope the players do, as well.


Anyway, that's all for today. I hope to talk about this again tomorrow morning. Until then, thanks again for taking the time to follow the development of my game.

Take care, and have a wonderful rest of your day!