Thursday, July 28, 2011

First shot of Necrofrenzy Pre-Alpha



Just to prove to you that I wasn't fibbing about the pre-alpha thing. The dudes in orange are peasants, who spawn from that gigantic farmhouse in the center of the screen (which will be made smaller soon). Our necromancing hero is in the bottom right, being chased by said peasants with scyths (who always find their target, due to brilliant pathfinding). Never fear, he has spawned a zombie helper minion near the bottom center of the screen.


I tried to get a fireball in the picture, but it is hard to avoid peasants, shoot at them, and rush for the print screen button all within a fraction of a second.


I'm expanding this pre-alpha work to include my sound system and camera system, so I'm going to continue working on those before I get to the level editor.

Friday, July 22, 2011

Newsly

Big stuff coming on the jump. More of an update soon. Class if over. More time. Website?

Monday, July 11, 2011

Pathfinding Success!

I have successfully implemented A* pathfinding into my game! So far this has been my biggest challenge, and it feels damn good to have it in there and working.

With A* in the game I am extremely close to a working pre-alpha prototybe build. All that stands before me and that prototype is:


  • Collision detection.

  • The player's zombie minions (both the art asset and the elementary code to make them work.

Really, that's it! So the good news is:


Expect pre-alpha build screenshots by Friday :).