Back from hiatus!
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!
What’s next
I got new walls pretty much done, I just need to figure out the best way to implement semi-randomized textures, so no two panes look exactly the same. I tried it with all wall panes having the same texture. It didn’t look good, believe me.
Next in line is new floor system. The glowy, circutry-ish texture will be hidden beneath tiles. Some of them – at random – will be loose and will have physics enabled. I only need to find the less laggy way of filling entire rooms with said tiles, automatically, since I don’t really want to spend hours placing floors tile by tile, room by room.
Then – weapon, character arms, and at least some upgrades. The weapon and character arms are all stock Unreal assets. And as such, they need to be replaced sooner or later.
Enemies… Let’s not talk about enemies yet. I’ll need to read up on AI implementation in Unreal first, to be able to tell you how far with it I’m willing to go.
Afterword
All in all, everything’s on the right track. A slow one, but a right one nonetheless. Expect more updates sometime soonish. Also, you can follow me on Twitter @erronisgames for early peeks at some assets, and even some exclusive peeks!