Saturday, April 26, 2008

Combat Demo!

I bet I tricked you for a second!

I have begun the assembly of a list of required capabilities for the combat demo. The demo includes cars, a small selection of weapons and at least four types of enemies. Expect this list to grow over the next couple of days.

Graphics Systems:
Skeletal Animation (Adapt XNA Sample)
Shadow Casting
Day & Night Cycles
Basic Weather (Clear, Overcast, Raining, Storming)
Particle Systems

Game Play:
Improve Car Physics (some more...)
Projectiles & Hit Detection

Expanded Map File Type
Car Component Database
Improved Enemy Decision Making
New Map Data Format & New Features

Actor Content:
(Idle, Walk, Run, Rifle, Pistol, Punch, Kick, Die)
Zombie Type A (Day)
Zombie Type B (Night)
Human Type A (Neutral)
Human Type B (Enemy)

Weapon Content
Guns (38 Special, GI 1911, Sawed Off Pump Action, 22 Rifle, 308 Rifle)
Weapons that don't need reloading (machete, shiv, kitchen knife, iron pipe, hammer)

Map Content:
Ruined City Tileset
Additional Cars
Generic Burned Out Objects


Friday, April 25, 2008

No More Magic Numbers!

Game Developers know what I'm talking about. The rest of you cretins... it's probably not worth explaining it to. But I will, because I'm caring and awesome at the same time. Magic numbers are numbers discovered through trail and error that make flawed algorithms function more appropriately.

For example, if the car is traveling way to fast, the magic number generator in my head would suggest multiplying the velocity by 0.001, and if the car is still to fast, I would add a zero and then another... or if the torque conversion is to low, I might multiply the torque output by 10 or 150.

Anyway, the upshot is that the vehicle power train no longer has any magic numbers. The engine power band is properly modeled, the transmission converts torque accurately and wheel feedback works correctly.

Saturday, April 19, 2008

Real Progress for a Better Tomorrow

Thats right, were making tangible progress; which feels good, because so much progress in game development isn't aesthetically or intuitively tangible. A better tomorrow, probably not; project2K8 isn't going to be a friendly game. Every time you make a decision in game you will lose a little piece of your real life soul. I bet you don't believe me, but you will. When your burned out and more alone and more depressed, you will blame me. And I bet you will be thankful that I gave you the opportunity to experience my nightmarish vision.

"Like a snuff film, but your the only actor and the only one who gets hurt."

Wednesday, April 9, 2008

Moratorium on Screenshots

Thats right, I have imposed a moratorium on screenshots until content development starts.

Friday, April 4, 2008

Play Test

Starting play testing this weekend - maybe.