Monthly Archives: October 2014

Alpha

jigsaw

And you can now. Call Of Uni Alpha is available on request from here, what you are getting is very early Alpha access to the game in its pure basic implementation. But its there and playable, you can replay the level and try beat previous scores, there is a start screen you go to before beginning play and you can exit the game after completing the level.

Current tasks include fixing the file save paths for keeping high score, adding difficulty levels (which also means adding spawning volumes for bots). Adding health pickups for the levels and general game balancing trying to make it as fun and challenging as possible.

Right now the game does have a win condition if you kill all the bots, but long term plans call for that to be removed and for the game to become survival mode based. So bots will keep spawning at an increasing rate until you die, goal is to get a high score.

Below is the latest gameplay video and is what is available in the current Alpha version, again available here, enjoy.

Track all the things

So a lot more features added today. Getting closer and closer to that final target.

The Game now has a health, kills and score tracker. There is also a High score but right now I can’t get it to stay through multiple playthroughs that’s the next egg to crack. The good new is once that is done all I need to do is add a start screen and there is a basic game there ready to go that someone could load up and try beat their high score in.

As said tough I’d like to add things such as difficulty levels into this as well but things are coming along nicely. For now I’ll leave you with today’s video.

By the power of Greyskull

So power ups are now being spawned into the level. Not perfectly but it’s a start, the code used to achieve this is easily extensible to and other type of pickup. Spawning volumes are places into the world and then I set what type of pickup I want in each individual spawning volume.

The next step now is the kamikaze bots previously mentioned. After that I just want to add the load screen and restart game option when you win or die, also as you’ll see in the video below the win/loss condition needs be fixed to track number of AI killed rather than number of ammo left, since you can’t complete game now until you have used up all your ammo even if all the bots are dead.

Once those targets are set the base game is completed. From there it’s all about extra functionality which I should be able to do a small bit of within my two week deadline, barring any unforeseen circumstances.

In the game of Call of Uni you either Win or You Die

Or well maybe not die but you can lose so that counts for something.

So yes today’s work has been fruitful, I have an ammo count tracker as promised and also if you don’t kill all the enemies in the level with your ammo its gg for you. This is actually a good result of work as technically we now have a playable game. There is a win/loss condition.

But obviously there is a lot more to come from this project, I’m off after this post to crack into work on power ups within the level. For now I will be putting in ammo drops that give you a chance to still win the game if you ran out of your first batch of ammo (where you have one bullet for each bot in the level).

My current vision for the game (i.e a place I’ll be happy with at this stage) is having ammo and health packs in the level, and kamikaze bots (i.e. blow up and damage you upon entering melee range). I will then swarm the level with bots and hopefully add difficulty factor to change spawn numbers.

If I can get to that point and stick a start screen/high-score etc into the game (i.e the assets external to gameplay) within two weeks I will feel quite happy with myself. So with that said I’ll leave the latest update here and get back to it, enjoy.

Enemy Bots Bye Bye Enemy Bots

So the first first of a few of my hurdles has been accomplished, I’ll be it in a very simple manner but that’s where these things must start. I am of course talking about enemy Bots been destroyed when I shoot them.

Currently they are actually destroyed if I am aiming directly at them when I shoot rather than the ideal target of being destroyed when hit by a bullet. But as I said this is a good ground and one of the rougher tasks completed for the early draft of this game.

I also achieved Bot Spawning functionality today however it is far from perfect and currently not working within the fully designed game level. I’ve attached a video demonstration of the spawning function. Cylinder Blueprints are being spawned every three seconds into the game world.

I’ll leave it at that for now, as said my next task is health functionality for killing the bots and from there I can work on a simple HUD to track ammo for a start (since bots can’t attack yet health isn’t needed) and place some ammo power ups into the level. Also it should be noted what I implemented today will be a massive part of the game Spacetron (spawning/destroying simple bots) so it should be fun to get back into that and the game should be faster to develop as a result. Bye for now.

Destroying Bots

Spawning Actors

Call of Uni Reporting for Duty

As mentioned in Spacetron Update, I have moved onto a new project which is name Call of Uni. It is a first person shooter being developed in Unreal using C++ with Visual Studio 2013.

As of now I have simple AI running at my Player Character but plan on implementing attack abilities for the AI and Death events for both AI and Player Character,

After that I will implement power ups and a simple HUD to track ammo and health for the player. The project goals at the moment are as simple as I can make them but the potential for this project is quiet high and it should be fun to see where it goes.

I’ll leave you with two videos first is the current state of Call of Uni and the second is a fun little issue I had during attempts at spawning AI, enjoy.

Spacetron News

Quick Update on previously announced Spacetron. Due to my infancy within unreal engine and lack of time available to me, Spacetron is not going to be implementable through Unreal right now. I have switched my entrance to Unreal into a FPS game due to the wider availability of help on this type of game.

Spacetron is still going to be developed but I plan on creating it using XNA instead around Christmas time (or perhaps before if time allows for it.

Spacetron a new begining

Hey there,

As mentioned in today’s update post I have started on a new project called Spacetron, you can find more details on it from my portfolio page here. In short it is a twin shooter wave surival game set in space.

I shall be updating with new here as frequently as possible on my progress but for now sit back relax and enjoy the short introduction demo :).

Update

Hey,

This is just a quick update on current going on with my game dev blog. For those of you who have been here before you may notice a lack of the game Zorkio. The reason for this being it has been pulled from development and my current project Spacetron (working title) is replacing it.

The blog will consist mainly if not completely of Spacetron updates from now until such time as I can venture back into other games so stay tuned 🙂

Welcome

Welcome to my game development blog. I will post regular updates for games currently in development here about the process of creating the game.

Silly bugs, new ideas or successful solutions to problems anything “deemed” interesting will be posted (If I say it’s interesting it must be).

You can find links to all games in the pipeline at the top of the page.