And now for the meat of this post. Unfortunately, I don't have more graphics to look at. Well, I do, but it's more option screens and the sprite of a box of ammunition. Those aren't worth your time, in my eyes. I get that kind of thing on Tumblr all the time: indie devs showing off gifs of their character moving across the screen, or picking up items, and I'm like "Ok, why are you showing this to us? Your character can run and jump. Was this necessary for us to see? Your game has a basic engine. What do you want, a cookie?" And since it doesn't impress me much, why would I turn around and do the same to all you? Hell, I didn't even want to show off the inventory screen and gun graphic but someone was all "Lol, you're just butthurt because you claim to be working on a project, but only have a single sprite to show for it! Are you even a dev?" It annoyed me, but also made me realize I should probably give more than just the two sprites I showed at the start of the project.
Here's a work log of highlights since my last update:
1. The way the health and ammunition are displayed by the HUD have been modified slightly, to be side-by-side <hp>/<maximum hp> instead of one over the other.
2. The player character now holds out his arm in anticipation for the gun he's going to be programmed to hold when he has a gun equipped.
3. Player character now holds a gun in his hand when a gun is equipped. The gun also has animated kickback and muzzle flash.
4. Gun no longer fires when menus are open, preventing the needless wasting of ammo.
5. Shellcasings now eject from the gun when fired. This took entirely too much time to get working correctly due to the intention of having a physics-based bounce to them when they hit the ground. The bounce was taking too much time to perfect and was scrapped.
6. Shellcasings disappear faster the more shellcasings are present to save on instances present. The time they're one screen isn't much of a problem while firing a handgun, but will start to become a much larger issue with fully automatic weapons. Thus they're removed orders of magnitude faster if there are more on screen, up to a total of ten times speed.
7. Enemies now sport a line-of-sight cone.
8. Enemies now show a damage number when injured.
9. Damage display no longer lies about the amount of damage an enemy suffers.
10. Enemy damage display number now behaves like shellcasings, disappearing faster when there are more of them present.
A list of current tasks:
1. Work is underway to replace the remaining placeholder graphics.
2. Enemy AI is beginning to be coded. At current, enemies are able to identify the player character when the player character enters his line of sight, and will die when I shoot them instead of just flat being erased.
I fully expect the AI to take a ridiculous amount of time, as this is no basic AI. NPCs will all have different parameters and behave different ways, for instance: how they react to seeing the player, how they react to being shot, how they react to hearing gunfire, and even how non-aggressive/low-aggression NPCs react when a near-by member of their group is shot by the player. I'm also hoping to have NPC courage play a part in their behavior when in a confrontation with the player.
Coming Up Next:
1. Enemies dropping items when the die.
1. A telephone system.
And finally, I've given the story some thought. At least, how I want the game to begin. I'm not going to reveal any of that, or give away any of my game development secrets, though. I'm keeping it vague for a reason. The less I say about it, the harder it will be for faster, better devs to steal my idea and publish it before me. I tell next to no one about my projects, even close dev friends know little more than you do about any given game I'm doing. I've even got ideas I haven't uttered a single word to anyone about. Even that 'Planned' list with only one item above this paragraph is cleverly designed to be misleading. I only wrote down one thing I've got planned, making it look like I don't have much planned out for this game, yet. But that's not at all true. I have enough in mind that I could work for a month straight, sun rise to sun set, all seven days a week and not run out of things to work on. It's only when I get to the story and world design that I'll actually run out of railroad tracks.
That's actually a decent teaser. I'll leave off with that. My railroad analogy actually ended up accidentally being a good clue for the game, down the line. I doubt anyone will even remember it by the time the game's out, though.