Monday, 24 June 2013

Just a heads up.

Not that anyone reads this...

Except that one troll that loves to flam everything I do (yeah I love you too buddy), I've moved across to Tumblr since this one wasn't really picking up any steam and I can do more with that blog.

Anyway you can check it out HERE if you want. (Oh and Mr Troll, it still has comment approval setup so don't waste too much time on your rants, i'll be the only one who actually sees them before I deny them haha)

- The Nutter

Saturday, 19 January 2013

Blackhole in one.

Hey everyone

Designed the "Gersch Accelerator" today. It's basically an unstable grenade type device which the player launches into the air, after a few seconds it explodes ripping a blackhole in space which will suck up everything around it (and deal massive damage to enemy UFOs) for around 15 seconds before it pulls itself shut.

Any Call of Duty fans will probably recognise the name Gersch and yeah that is a deliberate reference to the zombies game mode.

Anyway check it out

- Nutter

Friday, 18 January 2013

Danger Close!

Hey everyone (or no-one, not sure anyone reads this anymore anyway)

A few more guns for you to take a look at today.

Pretty pleased with how the RPG-7 and the RCPG-7 turned out. The RPG was especially difficult to get right since it's obviously based on real life tech and therefore there is a "proper" way for it to look. That's why i've mostly stuck to "future tech" or "sci-fi tech" so far.

Other than the Sniper Rifle... but thats just because I like designing Sniper Rifles.

You can also check out the animations too.

Check 'em out and let me know what you think :)

- Nutter

PS: Also any cool ideas for any big/powerful weapons like the ones on the bottom row.

Thursday, 17 January 2013

Aliens are Coming...

Hey everyone.

As the title implies, i'm working on a new game which involves aliens and attacking them.

Lucky for you, you'll have quite a decent sized arsenal to take them out.

Ignore the left click to test fire animation bit, this is just a static image.

That's a few of the guns you'll have at your disposal, and i'll be revealing more of them as development continues.

You can also check out what they look like firing too if you want.

- Nutter

Monday, 26 November 2012

The start of a Christmas Game

Meet the Elves, Santa's only hope when a Robotic Reindeer experiment takes a turn for the worse.

More to come soon

- Nutter

Wednesday, 14 November 2012

Webby Character Artwork Redesign

Hey everyone, i'm in the process of redesigning/reworking some of the characters from the Webby series.

Don't worry i'm not touching Webby's classic cartoony look (atleast not yet...) but since the flies got a redesign for Webby 3 and the enemies haven't been touched since Webby 1 (or 2 in the case of Red Spiders) it's about time I took another look at them.

The original designs were very simple and cartoony which was partly down to the cartoony, unrealistic game style of webby (Bright blue Spiders, exploding red flies, you get the idea) but also partly down to my (then) inability do draw a realistic looking spider. Obviously now my art skills have improved so I can now draw a more realistic spider (whilst maintaining the "Webby Style")

I've started with the Black Spider and have 2 new designs, one is based very closely on the original Black Spider (with a more tarantula shaped body and few tweaks to it's eyes), whilst the other is closer to a Black Widow which was the original inspiration for the Black Spider. This is obviously quite a big change from how it used to look, and I can't decide which I like better.

Which is where you come in.

Check out the designs above and vote the in the poll (somehere on the right hand side) about which one you like better.

This is your chance to affect the future of the Webby characters and the series as a whole so make sure you vote.

- Nutter

Thursday, 8 November 2012

Creating Missions (by Scripting Events)

Hey everyone,

As you know i've been working on a top down survival shooter for a while now

Well one of the main features of the game is a set of Missions which i've kind of been putting off, since I was sure how I was going to setup and run the missions.

However, after the release of the Halloween Demo (which seemed to go over pretty well :D) I decided it was time to man up and see if I could figure it out.

The first step in creating missions within the game was to know what the player was doing or had done.
Luckily for me most of the common actions the player does such as collecting a airdrop crate, killing an enemy or changing their weapon already have a function related to them. This meant I could record/detect when these events were happening fairly easily.

For example when the player wants to change weapon.

The Player presses #1 Key to change to the Pistol > ChangeWeapon("pistol") is called > ChangeWeapon function swaps the players appearance to be holding the correct gun, tells the game it should be firing pistol bullets now, etc

By adding a new function within the changeWeapon function, I call check if and when the player changes his gun and make the game responde accordingly.

Player Press #1 > ChangeWeapon("pistol") > Game sets up the pistol > "gunChangeEvent()"

By creating these events for actions I want the player to carry out as objectives within a mission, I can begin to script chains of objectives and in short create missions for the player to carry out.

So far I have:
waypointEvent - When the player moves to a specified target area (marked with an X)
swapWeaponEvent - When the player changes their gun
killEvent - Fairly obvious, when the player kills an enemy
collectEvent - when the player collects an airdrop crate.

as you can begin to see, by using these events, I can tell the player what he should be doing (an objective) and then check if the objective is completed by waiting for the correct event to happen and responding when it does.

To test this out properly I've created a very simple training mission which runs the player through the basics of the game. The player follows a chain of objectives which lead them through a "basic training session" before it is rudely interrupted by an outbreak of parasites and the training session quickly becomes a real threat situation.

As you'll see if you play the game, not only can I use the events to check when the player is completing the objectives, I can also reward them for doing so, the M16 Airdrop crate is scripted to be dropped into the level once the movement training is finished, and the target is scripted to pop up once the player has the correct gun equipped. Obviously these are simple events, but using this system it would be easy to automatically drop in more ammo should the player's health fall below a certain amount (once a playerDamageEvent is implemented).

Anyway for now check out the scripted mission test (sorry that it just ends after you kill the parasites, not setup a mission complete screen yet so you'll have to refresh if you wanna go back and play the other game modes after)

Infestation: Mission Scripting Test

- Nutter