The third Blood and Bullet demo adds more game play mechanics. Use concussion grenades to overwhelm the suspects. Restrain them, secure their weapons...
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.
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.
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.
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.
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.
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.
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.
Latest tweets from @bloodandbullet
The basic GUI is to large parts complete. I've also been playing with 3-dimensional backgrounds and begun work on the tactics module.
Jan 26 2015, 6:56am
I'm working on the user interface again, this time backing it with unit tests. I should have a mock-up of the entire interface soon.
Jan 2 2015, 6:44am
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