Mar
28
2009
Wow, my latest work actually makes a difference in the game! There’s nothing like instant gratification (instead of, “This will make level editing much easier in 3 months”) to get you excited about your project again. Using Karl the Artist’s beautiful icons, enemies can now drop items such as better guns and health, and the player can consume them. It’s looking more like a “game” every week…
next up is work on the HUD, which should give a big change in how the game looks and feels.
As a side, terrain needs help. We need to figure out how to make it look great but still be flexible. Use a heightmap or model it as a mesh - that’s the question.
Gonna try to get it to a point where my dad and brother can do some beta testing tomorrow, and not give the “Is that it?” look.
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Mar
22
2009
Whew, I just committed a sizable addition to the game. Zulu Hour has just been retrofitted with an extensible event system, which should provide much more dynamic levels. For example, enemies’ spawn times were based strictly on time, whereas now they come in waves, where one wave only occurs after the last has beeen destroyed. I also just about finished integrating the event system into the level editor, which is pretty slick.
of course, after all this coding, the game itself looks exactly the same as it did before. hopefully i’ll be ablle to work on weapons this week.
as a side note, i got some art and music from the team this weekend. it is AMAZING. thanks guys!
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Mar
21
2009
Zulu Hour finally has a home! This is more of a promotional website, but maybe I’ll catch on to this blogging thing. We shall see.
Anyway, this site is about our new game, Zulu Hour, which is under development right now! Check it out, and feel free to comment any praises/questions/grievances/bashes/whatever!
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