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 227)
mauriciosassakicg
mauriciosassakicg Mar 1 2015, 2:57am says:

i've found 2 issues on demo 3, when you hold lmb, and the button of respective weapon, he shots super fast, and when you run towards a door, you pass trough it, keep updating the game and i looking foward for demo 4, loving this game, i aways going to support it!

+2 votes     reply to comment
isbeorn Creator
isbeorn Mar 1 2015, 3:34am replied:

Haha you found that one, congratulations! I remember leaving that one in for a fun exploit. It will be removed for the next version of course. Not sure about the other one but maybe the door is destroyed when you shoot at it? Thanks for supporting :)

+2 votes   reply to comment
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Guest Feb 13 2015, 5:00pm says:

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isbeorn Creator
isbeorn Feb 14 2015, 2:08pm replied:

Not a dumb question! I have no plans for making a drawing program so textures need to be imported. They can be created in any program that exports the targa (.tga) format as that is what I use for textures. Thanks!

+2 votes   reply to comment
Guest
Guest Feb 14 2015, 3:06pm replied:

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Aliv3
Aliv3 Feb 12 2015, 9:22pm says:

Demo 4(Soon™)

+2 votes     reply to comment
isbeorn Creator
isbeorn Feb 13 2015, 4:31am replied:

Yay now I've got that label too! ;) But yes, soon™.

+2 votes   reply to comment
Guest
Guest Feb 12 2015, 9:21pm says:

We believe in you!

+4 votes     reply to comment
Proxystarkilla
Proxystarkilla Jan 26 2015, 6:20pm says:

Isbeorn, if you don't release demo 4 soon, I'll have to talk about how much I love your game.

Okay. Fine. I really freaking love this game it's so fun even as a demo.

+4 votes     reply to comment
isbeorn Creator
isbeorn Jan 27 2015, 6:49am replied:

How can I not have released the next demo yet when I have fans who say things like this? You really make me wonder. Seriously. I will work a little bit harder now, just for you!

+5 votes   reply to comment
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Blood & Bullet
Platform
Windows
Developed By
isbeorn
Engine
Custom Built
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Release Date
TBD
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Genre
Tactical Shooter
Theme
Realism
Players
Single Player
Project
Indie
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Latest tweets from @bloodandbullet

Got work done on level construction and rendering this weekend. It should soon be restored to the previous level of functionality.

Mar 1 2015, 3:28pm

Tonight I'm re-designing the level and room architecture. Tomorrow I will re-implement them and add unit tests. T.co

Jan 30 2015, 2:53pm

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

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Blood & Bullet
Blood & Bullet
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