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Rodoval
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« Reply #495 on: December 11, 2010, 03:22:24 am » |
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God fucking dammit Skele don't just ignore the guy who just made a giant step in the creation of your game.
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 read this post about minors without looking at the last page first, and I thought you were encouraging rodo to hunt for young women.
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Machidro
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« Reply #496 on: December 11, 2010, 06:41:08 pm » |
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Big update: Bots. Full working, self defending, player following, weapon switching bots. They switch the weapon they are using depending on how many zombies are on screen, and will aim for whatever target is nearest and is able to kill, they avoid just as well as zombies do. They will follow you almost always successfully, and cooperate to kill targets.
The bots are fully and easily moddable. When they have a path set using the pathfind objects, they will follow it, but without the objects, instead of standing still, they follow you, functioning as full team partner bots.
The bots aren't completely finished. They aren't really sprited, and have a better, but still suckish, placeholder sprite, they don't have the ability to reload, and, frankly, I think I made them too good at combat and defending themselves, meaning there's a lot of kill stealing going on. An HP system, must also be added, but until I can figure out how to do it, they are just instantly killed if a zombie touches them, which, strangely, doesn't actually happen a lot, either due to the collision box being too far in to reach or the bots being too good at defending themselves. They also refuse to use the chainsaw, so the chainsaw doesn't work.
Along with the old pathfinding example, there are two new maps: Slaughter, which is an open arena style map, and Team Slaughter, which is slaughter, but with two bots flanking you and about 3 times as many spawns, which is accesible by clicking the Bot icon on the main menu.
A link for your pleasure:
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« Last Edit: December 11, 2010, 06:42:13 pm by tiscooler »
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SkeleDude
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« Reply #497 on: December 11, 2010, 09:39:44 pm » |
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I'm making long strides in development, now there's snow and a new zombie, dubbed "Regurgitation". For the winter update he'll be dawning a tainted santa hat. 
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Machidro
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« Reply #498 on: December 12, 2010, 02:03:00 am » |
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I'm making long strides in development, now there's snow and a new zombie, dubbed "Regurgitation". For the winter update he'll be dawning a tainted santa hat.  Cool. Are all the updates winter related, or are they also gameplay as well?
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Rodoval
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« Reply #499 on: December 12, 2010, 04:04:54 am » |
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Big update: Bots. Full working, self defending, player following, weapon switching bots. They switch the weapon they are using depending on how many zombies are on screen, and will aim for whatever target is nearest and is able to kill, they avoid just as well as zombies do. They will follow you almost always successfully, and cooperate to kill targets.
The bots are fully and easily moddable. When they have a path set using the pathfind objects, they will follow it, but without the objects, instead of standing still, they follow you, functioning as full team partner bots.
The bots aren't completely finished. They aren't really sprited, and have a better, but still suckish, placeholder sprite, they don't have the ability to reload, and, frankly, I think I made them too good at combat and defending themselves, meaning there's a lot of kill stealing going on. An HP system, must also be added, but until I can figure out how to do it, they are just instantly killed if a zombie touches them, which, strangely, doesn't actually happen a lot, either due to the collision box being too far in to reach or the bots being too good at defending themselves. They also refuse to use the chainsaw, so the chainsaw doesn't work.
Along with the old pathfinding example, there are two new maps: Slaughter, which is an open arena style map, and Team Slaughter, which is slaughter, but with two bots flanking you and about 3 times as many spawns, which is accesible by clicking the Bot icon on the main menu.
A link for your pleasure:
Skele don't be a fa ggot and stop ignoring this guy >:I
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 read this post about minors without looking at the last page first, and I thought you were encouraging rodo to hunt for young women.
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SkeleDude
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« Reply #500 on: December 12, 2010, 12:21:27 pm » |
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I'm making long strides in development, now there's snow and a new zombie, dubbed "Regurgitation". For the winter update he'll be dawning a tainted santa hat.  Cool. Are all the updates winter related, or are they also gameplay as well? The update will be released sometime before new-years eve. It's mainly just for the Christmas spirit, but there will be a few new things that effect gameplay, for example: The Regurgitation isn't just for looks, it's the first of many unique zombie types to come with their own stats and abilities. Zombie's will drop presents randomly upon death, collect them to see whats inside! A few new weapons, such as the good ol' AK-47 And what ever else I have time for for this update
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Saltonara
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« Reply #501 on: December 12, 2010, 12:35:16 pm » |
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How about a melee weapon
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SkeleDude
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« Reply #502 on: December 12, 2010, 01:01:44 pm » |
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Revolver AK-47 Shovel
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Machidro
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« Reply #503 on: December 12, 2010, 06:34:00 pm » |
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How about a melee weapon
I could probably add one. Use the chainsaw coding, but move it into step pressed and have a step avoid event in the zombie so that when hit they stop chasing. I'll have to add a new variable to the zombies so that if the variables on, the zombie moves away from the player for about 20 steps or so, then chases again. Will add next week or when time is found.
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Machidro
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« Reply #504 on: December 12, 2010, 06:40:40 pm » |
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Revolver AK-47 Shovel
The lack of new shotgun displeases me. Thus, I've decided to add the double barrel as a tier two gun when I get to it as well. Two shots, fired either one at a time or both at once with a right click. Each shot splits into 10 bullets, each one which would do 12 damage. However, reload will be slow. I assume the above weapons are tier 2 guns. If so, Skeleton, can you either post the code or the GMK with the code for how tiers will work, for consistency's sake?
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Dusty
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« Reply #505 on: December 12, 2010, 06:49:33 pm » |
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Where the bloody hell did you get 'tiers' out of that?
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SkeleDude
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« Reply #506 on: December 12, 2010, 07:00:04 pm » |
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Where the bloody hell did you get 'tiers' out of that?
Weapon tiers have been hinted in the game's coding. Tiers will work differently than how I have them set up in the current build., instead tiers will represent each of the 3 weapon slots (I wish to keep the players arsenal to 3 or less weapons at a time) Tier 1 consists of precision rifles and small arms (Colt 1911, .44 revolver, etc) Tier 2 consists of machine guns and assault/battle rifles (uzi, ak-47, M16, etc) Tier 3 consists of close range weapons and melee (Remington 870, Spas-12, shovel, etc) I'll get to coding them in this week.
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Dusty
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« Reply #507 on: December 12, 2010, 07:04:01 pm » |
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Huh, I never saw tiers in the code. Either way tis, be patient and wait. We don't ask the gg2 devs to leak parts of their code so we can do quick updates to our mods.
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Machidro
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« Reply #508 on: December 12, 2010, 08:03:45 pm » |
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As a question, how will new weapons be added in game? As pickups, upgrades through a money and wall gun buying system, weapon selection, etc?
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SkeleDude
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« Reply #509 on: December 12, 2010, 08:12:54 pm » |
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As a question, how will new weapons be added in game? As pickups, upgrades through a money and wall gun buying system, weapon selection, etc?
For the time being you'll simply spawn with a set of weapons depending on which character/map you select. Much later in development you will be able to pickup or purchase weapons, depending on the game mode.
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« Last Edit: December 12, 2010, 08:13:05 pm by Skeleton Dude »
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