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 don't want to give you the impression that the project is standing still so it's about time I wrote something again. I have been busy, working almost non-stop the past few weekends and at least one workday evening each week. One reason I've been quiet about it is that what I've been implementing isn't new, it's all been there before and you've already played it. I've been re-writing large parts of my engine since it was very hard to maintain and expand, in fact I've re-written almost all of it. So I haven't felt there to be much value in showing features that were already there in previous versions. Please let me know if you'd be interested in that stuff anyway, after all it would be nice to have more reason to drop more frequent updates (though they would be mostly technical in nature).
Some things are new though. The levels are in 3D now. The level layout is the same but it adds true perspective to the environment instead of the 2D trickery I had to do before which were sometimes annoyingly complicated. This also opens up for adding lighting and other cool 3D stuff. For now the characters remain two dimensional just like before so gameplay stays the same. I will look at adding 3D physics for debris and level props.The other major thing is that I've made a new and better way to render decals in the level (blood on the floor and walls, bullet holes etc.). It should give a substantial performance improvement, not just because the new method is faster but also because the decal drawing has been the number one bottleneck before. It looks promising but I need to do some full out tests before I know for sure.
So what we are looking at before the next demo release is for me to finish implementing the features that were in the previous demos. From a top perspective and without diving into details, that would be the AI, the weapons and some level design.
Again, please leave a comment if you'd like to see more updates. Bye for now and thanks for your support!
Latest tweets from @bloodandbullet
Lots of work done today. Most notably a mesh loader. Now I can design props more easily for the levels.
Apr 25 2015, 7:03pm
This weekend I've added some basic behaviors for the computer controlled characters and the first drafts for the new limb textures.
Apr 12 2015, 4:42pm
New video uploaded on indiedb with a performance test on drawing level decals.
Mar 25 2015, 4:49pm
For quite some time I've only built the project in debug mode, so tonight I adapted it to build in release again. One step closer to a demo.
Mar 24 2015, 4:58pm
This weekend was another productive one. I'm going to post some more news on indiedb this week.
Mar 23 2015, 9:30am
Lots of work done this weekend. Promising performance improvements with some new techniques.
Mar 8 2015, 4:53pm
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