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Archive for December, 2009

24
Dec

Happy Holidays

   Posted by: Con    in News

Merry Christmas to everyone. Thanks for your support during 2009. I’m off to the beach for 2 weeks, then back for a huge 2010. All the best for the break.

-Con

10
Dec

Character Creation Prototype

   Posted by: Con    in Game Design, Last Stand

Something else for you guys to play with. This is a bare bones prototype of the character creation tool. Just wanted to give you some idea of what’s behind all that stuff in the alpha and to see what sort of characters you guys can create (in terms of numbers) with this thing.

No where near as exciting as mindlessly shooting stuff up, but hey, it’s all part of it.

Things you’ll notice:
- Adding attribute points will boost your skills that fall under that attribute.
- Strength and Endurance don’t have many skills, this is because they get used in a number of other places. Things like health, melee damage, carry weight and for certain rolls.
- You get 3 selected skills at the very start of the game, which will add 15 points to that skill. From there out you’ll add single points at a time.
- Bare in mind that the character you played with in the alpha had all his attributes at 5 and his skills at 10.
- Luck isn’t tied to any skills, but it will play a part in pretty much every action in the game.
- Levelling up won’t be the only way you add to your skills.


THE LAST STAND: UNION CITY - CHARACTER CREATOR PROTOTYPE


Usually in my development, you guys don’t play any of the games I’m working on until they’re done. That’s all about to change. The Last Stand: Union City is going to be a huge project and it’s going to be near impossible to release it without feedback from the public.

Here’s what’s in the alpha so far:

- Character skills and attributes affecting accuracy, movement speed and jump height.
- Character aiming, moving and shooting
- Character randomises each time you enter a room (just for trying out appearances)
- Weapon switching
- Flashlight
- Zombie aesthetics (only a handful of outfits and hair styles at the moment)
- Early Zombie A.I (they can wander and chase, no attack yet)
- Wandering zombies are alerted by weapon sounds, sighting the player and “sensing” the player if they get too close
- Zombie vision is affected by the level of light
- Weapon collisions / damage systems
- Character stance and movement affects accuracy
- Weapon skill is currently set at 10% in this alpha, the lowest you can get
- Crosshair shows estimated accuracy, which is a combination of the character’s weapon skill and the accuracy of the weapon
- Two whole empty rooms! Complete with random zombie spawnage.

What I’m looking to get out of this:
What I DO want you guys to concentrate on in your comments is how it feels to you. Do you like the aiming / movement system? Does the key setup work for you?

What I DON’T want to hear is stuff about weapon balancing, animation errors, zombie AI. It’s all very early stuff and needs a lot more work.



Controls
W - Stand / Jump
A,D - Left / Right
S - Crouch

F - Flashlight
Space - Switch Weapons
Mouse - Aim

Walk into the pink blocks to enter / exit a room.

Hitting the reset button will give you one of three random light settings, day, dawn and night.


THE LAST STAND: UNION CITY - ALPHA


Note on controls:
AZERTY and arrow key controls are also implemented. For those that use them, let me know how they work for you!

Also, can I get some control setups from LEFT HANDERS? Just need to know what you prefer to use in shooters for movement, reload, weapon switching.