I'm on a roll!
Lots of content updates to celebrate about. Before I get into it I'd like to say I'm surprised how far this project is progressing, it's so nice to see it come along well. Much more to do though!
Content
Combat
Much of the entity vs entity combat has been created. This includes all weapon physics and functionality. All the micro-managing of weapon stats like rate of fire, range, accuracy, etc is all finished.
Weapons
Weapons are capable of all their functionality including, but not limited to shooting, reloading, having up to 5 different categorical attachments, and much more. All have noticeably different ways of working. I chose to make all of the same weapon types the same base and just have their variants be a different visual change. (i.e. 2 assault rifles will have the same stats, but their sprites will be different) I chose these decision because it's simple for the already heavy amounts of balancing I will have to do, but for the simplicity and how I always hate when my favorite weapon in a game is sub-par compared to it's other varieties.
Characters
I now implemented a fully working player save/load system which technically has encrypted data which is pretty much overkill for the fact that no personal/important information will ever be stored on it. Oh well it's nice to have regardless. Players will now be able to get achievements with a newly created system, these include achievements for weapons, game play, and much more! I soon to hope getting into the creative side of things with customization beyond a players load out. (*hint* *hint* cosmetics)
What's next?
I plan to start getting basic game play ready to deploy and demo once I get the weapon customization feature out, basic enemy AI, and basic game features. Sounds like a lot, but the hardest part is finding the time to do it.
I also hope to start working on concept art and assets as soon as I can. Perhaps tomorrow! No photos now for the basic art, but I will have yet another video up again for showing off the combat.
Thanks!












