A side-scrolling tactical 2D shooter that sets out to be challenging and to some extent realistic. The goal is to resolve situations where armed suspects and hostages are involved -- with as little bloodshed as possible. Inspiration is taken from the Police Quest and Rainbow Six series, while I add my own touch of blood and gore.

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3 comments by isbeorn on Dec 2nd, 2014

I had a long break over summer, but the last two months I've started to bring my code under test. I'm sorry for the lack of updates during this time. Here is an update now, complete with some cheesy pictures.

Summer

It's already been some time since my project passed the size where I needed to add tests to keep everything in check. If you don't add tests to a code base of that size, chances are that you will break previous functionality when you make modifications or add new stuff. This definitely happened to me and it slowed down development a lot. More so it also took away from my motivation with all the problems that surfaced, resulting in lost development time altogether.

Motivation

With unit tests you get a safety net that will tell you when things stop working the way they are supposed to. And in terms of fixing the things that break it's a BIG difference between being notified the same minute you broke it, and noticing by chance some long time later when you don't even remember what you did or where you did it.

Safety net

At the same time that I'm adding tests, I also make changes to the structure of my project to make it easier to work with and maintain in other ways. Removing unnecessary dependencies and getting shorter compile times.

Performance

So far I have created tests for most of my utilities - the tools and helpers that provide my game objects with some universal functions like math and other things.The most of the work is still ahead of me, in writing tests for the actual game objects. The game objects being those objects that are visible or otherwise directly affecting the physical game world.

Physical game objects

I see this as a necessity before I can keep moving forward with new functionality, and it was a lesson I needed to learn for sure. I've been aware of it for a long time, but up until just recently it has simply been more fun to work on the game itself.

I'm really excited to have you all as my watchers. For the coming year I will try to write a little bit more often about what I'm doing regardless of what it is.

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Demo 3

Demo 3

Jul 5, 2013 Demo 30 comments

The third Blood and Bullet demo adds more game play mechanics. Use concussion grenades to overwhelm the suspects. Restrain them, secure their weapons...

Demo 2

Demo 2

Apr 19, 2013 Demo 2 comments

This demo is more of a taste of game play than the previous one, but still with some obvious parts missing. There are more weapons, a bit of AI, rooms...

Sandbox/tech demo

Sandbox/tech demo

Mar 15, 2013 Demo 4 comments

This is not a game-play demo. I just want to point that out. It's a sandbox/tech demo of the features so far. It's scaled down a bit to keep it simple...

Post comment Comments  (0 - 10 of 212)
SirMrPoopington
SirMrPoopington Dec 13 2014, 12:24pm says:

Dude! Welcome back. I really wanted to see the finished game so I will be supporting you! (Not every single time you do something but when I have time.)

+2 votes     reply to comment
isbeorn Creator
isbeorn Dec 14 2014, 4:29am replied:

Thanks, much appreciated :)

+1 vote   reply to comment
madv7od
madv7od Dec 4 2014, 4:45pm says:

Hey Beorn :D Glad to see you back among us, just wanted to let you know that I'm still here. Good luck in future updates, take care man ;)

+2 votes     reply to comment
isbeorn Creator
isbeorn Dec 5 2014, 3:39am replied:

Thanks, very happy to hear that :)

+2 votes   reply to comment
Cantalouper
Cantalouper Oct 12 2014, 6:50pm says:

Any updates?

+1 vote     reply to comment
isbeorn Creator
isbeorn Oct 20 2014, 3:03pm replied:

Hi, I've had a very long break and haven't really gotten back into it yet. Mostly due to some difficulties with messy code I've created. I'm working on bringing my code under test now which will take some time. After that I can hopefully continue to make progress without breaking stuff.

+3 votes   reply to comment
12mods
12mods May 30 2014, 12:32am says:

How's it going isbeorn finnaly get my email confirmed how follow your game and other (well im being patient so..... sugessting time) how about health bars. and how about levels maybe nah... anyway have some rest when your tired (you feeling any better man?

+1 vote     reply to comment
isbeorn Creator
isbeorn Jun 1 2014, 4:46am replied:

Hi, it's summer time where I live now (4 months of the year) with lots of distractions. I have one night each week that I work on the game and that's about what I feel up for now. So it's going quite slow.
I don't plan to have indicators for things like health. A person holding a weapon is a threat and a person lying injured should be patched up. :) I have a few ideas for character progress but that's so far away from where I am now so it's hardly worth mentioning... :P

+1 vote   reply to comment
Torhque
Torhque Sep 17 2014, 1:48am replied:

I'm looking forward to watch this game together because I've been following it for a long time now. Just keep us updated if you can. There's no rush.

+1 vote     reply to comment
UltimateHeron
UltimateHeron Jun 2 2014, 5:40am replied:

But what about blood pressure meter? As for me, it suits the game idea well...

+1 vote     reply to comment
isbeorn Creator
isbeorn Jun 2 2014, 11:53am replied:

You are spot on - blood pressure is a critical factor. It is actually one of the parameters determining consciousness of the characters. But can you see on someone what blood pressure they have? I'm going for realism so "extra" info will be sparse. :) I have considered changing the color tone of their skin as blood pressure drops. That would also make dead bodies look more dead.

+2 votes   reply to comment
UltimateHeron
UltimateHeron Jun 2 2014, 12:07pm replied:

Oh, got it. Well, change of skin color should be great for that matter. So, your idea of is better to my mind.
I can also say, that as i understand it affects only enemy but not the actual player (because if someone get shot he dies quickly) So, after i thought about what i wrote here i realized that any kind of `meter is useless in this game for those reasons.
So, good luck with development!

+1 vote     reply to comment
isbeorn Creator
isbeorn Jun 2 2014, 3:33pm replied:

Thanks :)
Yes for the most part things go from good to bad quite fast in this game!

+1 vote   reply to comment
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Blood & Bullet
Platform
Windows
Developed By
isbeorn
Engine
Custom Built
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Release Date
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Genre
Tactical Shooter
Theme
Realism
Players
Single Player
Project
Indie
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Latest tweets from @bloodandbullet

The past week I've done more work on unit tests. I also took in a 3rd party XML parser to replace my home built data storage solution.

Dec 15 2014, 6:49am

Got solid grounds for animation driven locomotion in place now. Soon the characters will walk around and change directions!

Feb 8 2014, 6:57am

I've made some great progress on the new animation system. It feels solid.

Jan 19 2014, 9:21am

Planning and writing the new Body class. The new animation system will allow characters to turn in either direction and walk around.

Jan 18 2014, 8:56am

Now adding an audio browser to the weapon editor.

Oct 27 2013, 4:02am

I have a title screen background in the workings. I should add a main menu soon. The weapon editor now also imports properly.

Oct 20 2013, 3:32pm

The weapon editor is functional now! Just some minor things remain, then I hope to get some weapons produced for the next demo.

Oct 14 2013, 4:08pm

I made lots of progress on the GUI and weapon editor this weekend. The weapon editor is very close to finished now.

Oct 13 2013, 4:13pm

Had a good run with the new GUI system tonight. Not far away from bringing it into the weapon editor now.

Oct 2 2013, 4:00pm

The weapon editor is more work than I anticipated but it's progressing nicely.

Aug 4 2013, 7:23am

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Blood & Bullet
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