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 have the time to do this. And by this I mean building my own game engine. You may have noticed this by my lack of updates. Even so, perhaps surprisingly, the truth is I have been working on it a couple of hours per week, every week. However that time has gone into my engine and not so much into gameplay so there has not been much interesting to show.
Building my own engine is complicated and I keep running into problems. And I've been stubborn. And perhaps a bit proud of doing everything myself. But I don't have enough time and perhaps not enough discipline either. It's taken a long time and now I'm about ready to give up.
But not on the game, no! I want to create this great game that you've only seen a little bit of. So now I'm going to try making it with Unity instead. Unity is a freely available, fully featured game engine.
This past weekend I started prototyping in Unity and progress was quick. Before committing to it completely I must know that I can do the technical stuff I need (the gory bits!). I am sure Unity is capable and that I simply need to learn it. I will be able to put much more of the time I have available into gameplay and not have to loose it on engine and tools. Also with a complete and modern engine comes a lot of free fluff that should make Blood & Bullet more pleasing to the eye.
While it feels a bit sad to throw away all the work I've put into my engine I need to remember that I'm not throwing away the game and the idea. The things I've already done will be that much quicker to implement in Unity because I already know how they should work. And I've already seen that much of the technical stuff is quite similar as well. In the end it should not matter which engine it is implemented in. I'm sure you will agree.
I hope I will learn Unity quickly and then have a new demo ready!
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