Thursday, April 5, 2012

Fun Updates

Well, it seems that are logo image and background image broke, so it goes, very weird......
Edit: Messed with the images and re-up'ed some of it. Should work now. -Nonulok

As far as the updates, alot of the core code is actually finished. Now we are creating the special events and triggers and some visual FX along with updating the node pathing to be more extensive and very invisible to the player. So with this comes updating the hell out of the level editor, which hasn't really been touched since before working on the main engine itself.

So far I did add some sweet changes to the editor to help streamline dev time better. And later tonight should be more updates to the interface and then adding all the "Coded" events to the editor.

Nonulok is working on some sweet boss sprites and screens. The sprite task this time around is not as intensive as last time (DooM 2D) since the amount of sprite animation is low. (most is coded) But the sprites themselves will be some crazy detail and bad ass.

Neuntoter

Sunday, April 1, 2012

Some New Updates

Now this blog page is looking a little more like a game dev page thanks to Nonulok's fancy work. As stated in the previous post we now have a company page set up with Desura/ModDB/IndieDB. Which are all actually the same database but different front ends. This actually starts our ball rolling plan that we mapped out for releasing Tik Tok Tank through Desura before bringing it over to Steam.

As far as coding goes I did get some bugs and glitches fixed last night and made some headway on things that needed added. The development is still going smooth. AI is being touched in small pieces while I tackle other things such as world counters that will start events and things like that.

Currently we have a few enemies just for testing purposes for path detection testing and such. We will have more to come of course when Nonulok and I can dedicate some serious time into patterns for enemy attacks and movement to really vamp up the excitement.

Well, that's all for now

Neuntoter

New IndieDB Page!

Just opened up our company page on Indie DB. You can find it BY CLICKING HERE.

It's currently not too populated. We have to wait for Indie DB to accept our page before we can add any real content. Once that happens, this post will be modified with a few more details. Or maybe there will be another post altogether, who knows?

Nonulok

Wednesday, March 28, 2012

AI .... So Much Fun

So currently working on the background mechanics on AI and other things involving the dumbness ... err, I mean smarts of the enemy. AI is a fun and annoying thing to work on. Since you try to make the "enemy" seem like they know what they are doing without making it too predictable and yet the minor randomness that comes with it can break and not always show it's ugly head when a bug or glitch is in the code. Ah, good times.

Like I said, AI ..... So much fun.

Well, that is where we are at and making some really good progress.

Neuntoter

Tuesday, March 20, 2012

Time to Let the Cat Out of the Bag

To shed some light on our current project. Remember how I said that I was working with the overhead portion of the engine. Well here it is.....

The current project running name is Tik Tok Tank. It is an overhead arcade style shooter. Featuring:
Weapon and player based power ups.
Enemy spawners.
An over world.
Randomly generated dungeons.
Custom created enemy bases.
Crazy ass bosses.
And tons of different enemy types.

So basically you will be given a certain amount of life to search the over world for enemy dungeons and bases. While on the over world you will be fighting off enemies of various difficulties. after finding a dungeon or base it then turns into smaller maps containing 4 levels then a boss fight. Like stated in features, what makes the dungeons different than the bases. Simple, bases are premade levels with randomly placed enemies and power ups. Dungeons are completely randomly generated. Cool thing is, no one game will be 100% identical.

So what is the progress, A lot is actually working but enemy AI is right now kinda bad. So that is the current big task. We will be posting some video footage and images of its current status. We may also post a percentage meter showing where everything is sitting as far as completion wise.

well for now that's a rap

Neuntoter

Thursday, March 15, 2012

Reason for Upcoming Actions

Just want to explain so no one thinks we are slowing down.

We are working on a big project and doing something else that's big, so we are being pulled in in two directions at once. Why would we do this?? Simple, the first big thing is a sweet game that has been mentioned earlier and right now I am finishing up some of the most important parts.

The second big thing??
Super simple.... We are releasing the current game as a commercial release. We are working with Steam and Desura (the other big project) so of course we need tons of stuff in place for this to happen. Very soon we will be posting pics, vids and game description and features.

What this could do....
This may slow down our posting while we get these two very time consuming things under wraps. We are very excited to be getting to this point and will also be excited when we can deliver our labor of gaming love to you the fans and gamers.

Neuntoter

Saturday, March 10, 2012

Happy Weekend

Yes, not really an update post but more like a hello and how ye doing post. Making forward progression still with the rendering portion of the engine and the random dungeon creation parts. Still going very well.

more updates (bigger) soon.....

Neuntoter