We’re going live now with our welcome tour/launch party, so feel free to join and hang out!
The judging stream for the GModStore Gamemode Competition 2020 happened last night! It was a great event showing off the 8 fantastic entries this year
Here’s a link to my segment showing off Gario Party 13!
Day 12 Progress
The focus was on enemy NPCs! There are three current types to test with; a (Fire Breathing) Demon, a (Explosive Shooting) Floating Skull, & a (Shrieking) Shrieker
I also added a simple little ‘wave defense’ mode to test out these enemies in an open arena (it just constantly spawns enemies for the player)
Day 11 Progress
Lots of progress with the weapon systems today!
First of all I moved the weapon code out into separate classes and changed from the hard-coded base sprite to a modular system, so now each new weapon can define its spritesheet & UVs, along with its weapon stats (damage, spread, sounds, etc)
To demo this I created 5 new weapons!
Pistol, Shotgun, Machine Gun, Laser, & Rocket Launcher
Day 9 Progress
A lot of today’s work went into refactoring the animation prototype from yesterday out into modular data files with separate scenes & animations, removing the repeated code and making new animations super easy to add!
Then I worked on getting the basics of the system maps working, so now the player’s ship starts in a basic test system with a sun and a single planet, and flying close to the planet triggers the landing sequence! Cool!
I still need to hook this up with other player ships, and implement proper collision checking between them all, then also get the hyperlane network in so players can navigate between different systems!
Day 8 Progress
A working prototype of how planetary interiors could work, with this fixed point camera view and mouse based movement
Inspired by the Freelancer animated transitions, as seen below:
Day 7 Progress
Took a much needed break for a few days and I’ve been struggling to get back into the swing of things, so I decided to do something fun and prototype some landing animations for players touching down on planets. Inspired by Freelancer!
Next steps.. I still need to refactor a tonne of stuff now that I have a better grasp of the full gamemode concept, but that’s boring.
So I might prototype some more tomorrow! Thinking about having planetside areas control like in Freelancer, with a fixed point camera and mouse input.
I’m trying to do a lot of workarounds/fake interactions/areas like this in order to allow a massive possible play space, not just confined to the Source engine map maximum bounds
Day 6 Progress
Lots of minor tests/tweaks, in particular messing with the 2D ship system/overview map - this still doesn’t line up 1:1 with the ships real positions, and the collisions are slightly off.
Also worked on adding doors to the interior of ships, which can be opened currently by using them directly, though the plan is to have these have way more interesting interactions later on - maybe controlling them remotely like FTL, or locking/unlocking them as in Void Bastards to control the enemy.
I’m also considering having some sort of basic cabin pressure/hull breach mechanics to make things more interesting here.
Day 5 Progress
Focused on the 2D billboarded style today, making the NPCs work with the spritesheets and ensuring they render at the correct depths
Also has animations for walking and jumping, and players have the same sprites!
Day 4 Progress
Didn’t get tonnes of time in today but focused on combining the ship piloting and fps boarding mechanics!
So now ramming into other ships on the map collides and (immediately for now) boards them onto the enemy ship