Recently, I put a lot of focus into the gun. The game is named after it, so
it damn better be iconic! Or at least recognizeable, I don’t dare to compete
with the likes of the Portal Gun.
Also, I went to an interview for an internship at a large gaming company.
I’ll see how it went in two weeks time, but in the meantime, instead of
counterproductively waiting, I plan to get at least some upgrades done,
both mechanically and artistically. And, as always, a more detailed breakdown
on the video in the rest of the post!
Life happens. And it hits hobbyist one-man teams especially hard. But I’m
back, and with a vengeance! New assets are coming! Upgrade system is all
figured out! OneGun is slowly chugging along! In this post, I bring you a
short video that demonstrates more or less what you can expect from weapon upgrades.
Of course what you see is multiples of the same upgrade. It won’t work
like that in the final game, I assure you. There will be much more than
just two different upgrades, and you won’t be able to find one upgrade
multiple times. Read more to see what’s coming next!
Both since my last post, and since I originally uploaded the video. There’s
been some issues, not directly related to the game. First, my previous web
hosting provider decided, that it’s acceptable to have Error 500 thrown in
my face for three days in a row, so I had to migrate the site, the DNS, all
that jazz to a new provider. Thankfully, it seems to do the job just fine.
Also, we were assigned group projects on my uni. And as it is common with
group projects, it quickly turned into a solo project. That’s why I’ve been
kinda distracted trying to get everything to work correctly.
But regardless, let’s get to talking about the video! I’ve tried a new
format, with added text, to explain what exactly are you looking at.
Let me know how you like it. You can also notice some framerate issues
here and there, and it’s the fault of me running the game on the same
process I’m running the editor. On a Phenom II X4 840. I assure you, that
when you run the game standalone, it’s butter-smooth.
Those two other methods I was trying? Those with actors? Didn’t work out.
What did? Going back to one of my first ideas, with level instances, and
simply adding some nodes that try to spawn the special rooms until they
succeed. Navigation volume issues? Shouldn’t be a problem after all.
That’s another milestone down – and a big one!
Or so it seems right now. Ah, procedural generation, Oh how I love you,
and how I loathe you. It’s a great solution ensuring that no two playthroughs
will be the same. It’s a method that allows potentially infinite amount
of different levels without the hassle of making as many by hand.
But right now I oh so wish I went with handmade levels instead.
Here’s all the iterations I went though, why they didn’t work, and what
I intend to do about it.