Progress Update #6
- Even more Optimised: As boring as it is to say, Lunacy has undergone yet more optimization! Everybody’s favorite element of games development.
- Music: Andrews’ awesome music is in game, now if only I could figure out how to squeeze it into the next Dev Vid without me having to stop speaking for ages.
- Searchable Buildings: Buildings can now be searched for supplies, there’s some definite survival game flavour sneaking into this action game.
- Close Quarters Weaponry: Melee/Close Combat weapons are in and working! To be specific a particularly nasty looking baseball bat filled with nails.
- Lighting Overhaul: Lunacy is now lit by a mix of vertex lighting, baked light maps and my sweat and tears. In layman’s terms, it’s prettier!
- +1 to Scenery: Cars, ambulances, new lampposts, porch lights, new hedges and some suspiciously Cretaceous footprints have been added.
- +1 to Ergonomics: On screen joysticks are larger, more sensitive and aligned with the camera in a more constructive manner.
- Camera Upgrade: The camera is now angled in a more interesting way, and automatically adjusts itself should buildings block your view.
- Smoother Zombies: Zombies now animate and turn more smoothly.
- Moar Zombies: The zombies in the suburbs have diversified into Classics, Runners, Sprinters and Crunchy Ones and been color coded for your convenience. I imagine I’ll do a post about the differences between these guys sometime soon.
Only the werewolf transformation and survivor tracking mechanics need to be done now. Then all the core bits that make up a game session are complete and focus can move in the direction of menus, journals, leveling up etc.
Posted on May 18, 2013, in Lunacy, News and tagged game development, gaming, indie game, indie game development, Lunacy, Lunacy: Werewolves vs Zombies, survival game, videogames, werewolf, werewolves, werewolves vs zombies, zombie, zombies. Bookmark the permalink. 2 Comments.