I just haven't got any motivation any more. My game is ok, but I'd have to work hard on it to get it up to playable condition, and I have real life obligations, not to mention digital ones.
Sorry, but I'm out. I might drop back to play some of the more interesting looking games though!
HOLY FLYING EYEBALLS BATMAN
So I was working on my game, Crypt of the Eyes. As you might be able to ascertain from the title, it's kind of horror-y. I had just thrown in some quick & dirty movement code for some enemy eyeballs, just so that they would move towards you. I'm not very well acquainted with 3d angles, so I never expected it to work. In the game's test level, I'd put all the eyes in a room without a roof. I peered through a window into the room. No eyes. "Damnit," I thought. "I must have programmed the movement wrong so then just flew off into space". I walked up some stairs to get to the top of the level, when suddenly, 5 BLOODY eyeballs come flying out of the top of the room, hurling straight for my face. Scared the crap out of me. I guess the movement worked after all.
So, in conclusion, the key to making scary horror games is convincing the player that you've incorrectly programmed all the movement, and the enemies all flew away.
more...Day 2: Nothing
Did nothing today. I wouldn't say that I was busy all day, but I just had other things to do. I might get a bit done tonight, but I wouldn't bet on it.
-A revolver model (Bad)
-Bullets with precise 3D collision checking
-Security cameras (because why not?)
(A lot of that was done in the engine before I technically started, although I've tweaked just about everything at least a bit to get the right feel)
So, I guess the best option now is to get actual enemies into the game.
I also have a pretty extended object hierarchy.
obj_enemy_type1 -> par_enemy -> par breakable -> par_shootable -> par_3d
Progress is pretty slow. 3D collisions really suck up frame rate. So far, I have it running at 30fps with the character & about 5 bullets at a time on screen. I'm afraid that enemies will suck up all the remaining leeway I have though.
Also, it seems like everyone is doing something pretty awesome & innovative. So far, CotE is just another run-of-the-mill FPS, and a poorly made one at that. I might try introducing more roguelite elements later on, but feel like that's enough. I'll just get the basic combat up & running, then add something more innovative.
Yesterday, I worked on my game for about five minutes, then left to play The Binding of Isaac: Rebirth.
At around 2:00 am, I got back to the game. I was having some fun tweaking the lighting engine of the game (It's the default GM one, so it's not great).
Then I created some eyeballs that always look at you, so that's something. At this point, I'm planning to make a procedurally generated FPS called CRYPT OF THE EYES. We'll see how far I get with that. I've already ripped off some ideas from a game I made a couple weeks ago. While it was procedurally generated, it was a platformer, and yes, it did have eye enemies (Not all of them though. The game was lawyer themed)
Anyway, I'm used to doing game jams of 3-days or fewer, so 7 feels positively luxurious.
more...Well, I'm in
First time entering this. First time making an FPS actually. Maybe my second time making a 3D game.
I'm going to use Gamemaker:Studio (Yes, I know its crappy at 3D, but it's what I know). I've been sort of fiddling around with an FPS engine for the last few days, so I'll probably use that. I'll start brainstorming ideas now. More on this later