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Archive for August, 2010

Yes, we’re still in Alpha guys.

There’s still features to go in and until the game is feature complete, the game world building and such won’t start. A lot of the problems with the game are still hanging around, festering up the place but I’m working through them.

The big new feature is the “Weapon Variation” model I’ve added. Each of the current 27 base weapons now has at least 2 variants, in some cases there are up to 5. Overall there’s now 163 different variants in the game and that’ll expand as I add more base weapons into the game.


The weapon variations include:


Damaged – Affects accuracy and damage.
Scoped –
Adds scope for higher accuracy. Available for most firearms.
Suppressed – Adds suppressor for lower noise. Available for most firearms.
Military - Higher damage and increased mag size.
Spec Ops - Adds a scope and a suppressor.
Extended Mag - For most firearms, increased mag size.
Dull - For bladed weapons, reduces damage.
Sharpened - For bladed weapons, increases damage.
Heavy - For blunt weapons, increases damage.
Custom Stock - For firearms, increases accuracy.
Lightened – For firearms, reduces the base weight of the item.


New Features:
- Zombie director remembers zombies between close rooms.
- Zombie director remembers how long it has been since you were in a room.
- Early early version of the Zombie Dogs, old graphics, they get stuck on boxes.
- M249 (incomplete, needs sound / animation)
- UMP 45 (incomplete, needs sound)
- Chainsaw
- Katana
- Fire Axe
- UZI (incomplete, needs sound / animation).
- Lots of new interface sound effects.
- Damage HUD elements.
- Early demo of one of the music tracks.

Notes:
* Survivors are turned OFF for this version, trying to get an idea of the balance without them at the moment.
* Added command fullAmmo()


PLAY THE LAST STAND: UNION CITY – ALPHA 0.95


If you have a BUG, then you can report it here: Report a Bug. I do read through these when I’m going about bug fixing.

17
Aug

Welcome to Union City

   Posted by: Con    in Game Design, Last Stand


Above is the area map for Union City. The map itself was originally 90% done for another game (organised crime, run the city type thing) quite a while back, but the game’s concept wasn’t strong so I ditched it. This thing took close to 3 weeks to complete as it’s all drawn from scratch in Photoshop. I never want to draw another roof top air conditioning unit again.

Check out the full size version for more details. This is about how far in you’ll be able to zoom in game.

Just to be clear, you won’t be able to enter every building, this is NOT a 1 to 1 representation of the locations you’ll explore. This’ll be broken up into 15 or so different areas and each area will consist of a few screens. Of course, each screen will consist of a number of buildings to enter. So it’ll be plenty big enough.

Progress has been a bit slow the last few weeks as I work my way through some tax stuff and other bits and pieces, but some progress has happened. I’m almost at the point where I can start actually building the world, getting the story sorted out and actually structuring the game.

New Features:
- Start of the quest system / NPCs.
- Explosives, only one weapon at the moment but the code for all types is there now.
- Changed the weight system to stop you dead when “Overloaded”.
- Changed the light system to have 28 different states rather than 11.
- Revolver weapon type added.
- Grenade Launcher weapon type added.
- New ‘exploded’ death animations.
- Added screen shake to weapon firing / explosions. Can turn off in the options.

To test all the weapons use the console (~ or F1) and type in “battleReady()” without the quotes and hit enter. This’ll give all the weapons, which will most likely overload your character meaning you’ll need to trash a bunch of them before you can move.

*Added F1 as an alternative console key.

*The console is for testing only, it won’t be available in the final game.


PLAY THE LAST STAND: UNION CITY – ALPHA 0.94


If you have a BUG, then you can report it here: Report a Bug. I do read through these when I’m going about bug fixing.