Designer extraordinaire, I suppose.
Gibs are coming, but are not a priority; they aren't part of the core gameplay and they involve a lot of complicated and enemy-specific work, so we're trying to focus more on getting the gameplay itself down pat first. But rest assured, you'll be removing heads and limbs like a pro come release.
I know we haven't updated much recently. Don't worry, we're still hard at work doing cool stuff!
There will be hitscan ammunition for the shotguns as well as several classes of hitscan weapons. However, the majority of the weapons in Bloodcrusher II are projectile-based, following on the trend towards such weapons established in games like Weapon's Factory and Tribes towards the end of the "rapid pace air-control shooter" genre in the last 90s.
We based the projectile speed off the Quake nailgun.
Enemies won't take cover in the modern sense, but breaking up rooms with features and adding props is our next big project.
For now, once they are dead, they're dead. Later we'll make it so that explosives going off nearby will gib whats left of them.
Right now the level generator is only putting out base geometry. One of our next projects is the integration of props and structures like pillars, pits, walkways, bridges, platforms and balconies.
Small character models are actually something of a hallmark of early shooters.
Here's something you might not know; in order to make character models feel bigger, many games make your viewpoint lower than it ought to be. Usually you are staring at like, neck level to your buddies. But early games didn't do this; check out how big character models are in, say, Quake or Half-Life 1, where even the huge, hulking Shambler doesn't feel overwhelmingly large and Marines seem fairly compact on the screen.
If you look here, the eyes of the grunt are level with the horizon line, which means they are the same height as the viewer. That's cuz Grunts are, in fact, the same size as the player.
Our programmer got into a car accident about a month ago. His motorcycle was hit head on by a truck carrying a tank and reduced to the consistency of fine goo, like the kind that might get dumped onto a person in a Nickelodeon game show. We managed to scrap some of it off the road and we've been growing a replacement.
Little R3ven Jr. is almost two weeks old and is learning C+ at a rapid pace, as well as eating solid foods.
The game saves at the end of every level.
Nope. Those are always persistent. You lose your player level, weapons and other progress from that run, obviously, but the badges and melee weapons you unlocked are always available for future runs.
When it's ready.
We're quite done with the RNA engine.
What the eff dude. Not cool. :/
If you haven't seen it yet, here is the first model pack.
The first part of the asset release (Models) is up and waiting to be authorized.
It's a machine-gun! The secondary function, which normally spins up a minigun, is used to chuck bombs.
For the moment, we're going to use very limited verticality, provided mostly by props, premade structures, and wall types. This is basically because adding vertical anything makes the generator a great deal more complex without a justifiable payoff; the logic now has to account for connecting rooms in three diamensons, which is hard for intelligent designers, nevermind an automated process!
It's not something we've written off, but it's not a goal for the first versions of the generator either. Instead, we're going to focus on creating interesting levels with lots of cool secrets, varying layouts, and different logical structures. The time we save by pushing vertical element back will enable us to do things like key and switch locks and secret passages!
If I could go into that a moment...
The early Space Orks from 40k derived a lot of their look from the UK punk subculture of the late 70s and 80s. That same subculture floated across the pond and ended up blending with the West Coast fashions circa the early 1990s. At the same time, the UK had a bit of a punk revival, represented by stuff like the Tank Girl comics, which I reference heavily. So really, they look similar because they are inspired by the same source material.
The weapons and hero textures for Bloodcrusher are derived from punk, grunge and riot grrrl stuff mixed with the designs of Doom and other early shooters. By contrast, the villainous elements are sort of a midpoint between Dark Age Rob Liefeld comics, 2000AD titles like Judge Dredd, and 2nd ed Warhammer 40,000 mechanical design.
This looks super awesome, and super, super pretty!
They are off-center; this is in imitation of the source material.
There will definitely be more.
He's actually standing fairly straight, but he's giant goddamn thighs distort everything. :P
Two years of Combat Arts at community college.
Nah, just pixelated! Minecraft has a very deliberate style; everything is made of squares, and there are a consistant number of pixels on each surface. About the only thing our games have in common in the use of point-filtering.
Yep. The grenade launcher grunt has a red beret for the same purpose.