Monday, April 27, 2015

4/27




Updated operations background to make more sense.

Added a reference chart for playing convenience.

Friday, April 24, 2015

4/24

Jungl3Curr1 here with more updates!

HC and I are wrapping up with testable combat. I can't really promise it'll be done by this week, or even next week, but we are going through them as quickly as possible.

I've also worked on the save system, which looks like this:


The save system can only be automatically saved one each game day has been completed, and there are up to 10 saves you can keep. Once there are 10 existing saves, the game will delete the oldest save in order to make room for newer saves.

Expect more updates from HC and I!

- Jungl3Curr1

Monday, April 20, 2015

4/20

HC here. Special pothead edition. Here is what we have been working on.

http://www.hentaicook.com/blog/larissaBlog.swf

(Minor epilepsy warning)
http://www.hentaicook.com/blog/elaineBlog.swf

Request for help:
Help me name these enemies.

First off, the T-Rooster at the right is beautifully named. I mean, Tyranosaurus Rooster. Roostersaurus. Tyranorooster. ANY of these roll off the tongue beautifully, but T-Rooster is the one enemy I do not need help naming.

The white thing is currently named Badbitt. (badger rabbit). It can create dams to cover its allied aliens.
The barrel thing.... has an exploding barrel. It's currently named Buttcrab (as opposed to HL2's headcrab)
The stegosaurus is currently named Kevlasaurus. It has a high shield value.
The hand thing... heals...things. It's currently named healer.

Plz help hentaicook games studios think of new names. Due to potential copyright issues, only entries that are either missing letters or with horrible spelling will be accepted. Entries must be made anonymously. ie- b4dbydt,  kevlarghshyuaaurus, "teehee _oostah".

Friday, April 17, 2015

4/18

Jungl3curr1 here, bringing you more updates!

Today, I'm gonna show you one of the more boring tasks I was assigned to do...


However, this is actually important because HC and I would like to test all characters without having to change code manually.

Expect to see more mundane updates in the next week or 2!

Jungl3Curr1.

Wednesday, April 15, 2015

4/15

Jungl3Curr1 here, bringing you good news.

I believe I've(we've-HC...okay fine w/e)  completed roughly 60-65% of View Battle Class (About 100% in terms of designing the backbone of battle).

Here is an image of what the current battle phase looks like:


Here's a breakdown on what the class now contains:

- A recycling factory which helps maintain memory usage of this game a lot better
- Static images of all enemies, so that players can tell which is what
- Combat Tooltip to view weapon and power details
- Barricades that change depending on barricade strength
- Movement System simplified to account for all external movement effects (push backs, pulls, e.t.c.)

Perhaps after doing some cleanup on the battle phase, I can finally move on to other things, until I am able to get started on implementing all of the fighter animations (and other extra effects)

Stay tuned for more updates!

- Jungl3curr1

Saturday, April 11, 2015

4/11

New barricades set up. Elaine and Olga have set up a matter compressor that accepts certain metals and molds them into barricade sheets. The survivors feed the compressor any junk type material that has a certain amount of strength, yet pliable (and not too strong or it would cost too much electricity to mold it... and if it was large enough, they'd use it as is, instead of dismantling first).  Barricade sheets are effective in absorbing kinetic types of attacks from zombies/aliens. The top and bottom section of the sheets act like rails to allow the sheets to recoil when hit with a blunt attack. After every night, the survivors can rotate out any damaged sheets and place those in the back instead (like a deck of cards). The aliens can get through these defenses with acidic blood that corrodes the metals. Yeah, like the Alien movies. I couldn't think of any other way around the problem of having highly tech survivors versus animal-like aliens. Come to think of it, it's kind of a missed opportunity, but I didn't put in any enemies that looks remotely like H.R.Giger's alien. I think the guy was a big monster sex fan.

Hentaicook team:
-Started drawing art for knocked out characters (previously, knocked out characters would end the round, but we've changed the design so that knocked out characters will lie down and do nothing, so you have to save them or else they get incapacitated!)
-Did some balance changes regarding sidepush mechanics being too bad/too good. Decided on giving more characters the taunt ability.
-Numerous UI fixes; tooltip, combat menu positioning,
-Enemy initiative implemented.

Wednesday, April 8, 2015

4/8


Thanks to further progress in coding and previous playtesting(before any lines of code were even written), we've managed to narrow down the list of confirmed powers. This is still a tentative list, mind you.

For a while, we struggled to find a way to differentiate the assault rifle from the other guns. The pistol has infinite ammo, the machine pistol has shield damage/lane pushing, the shotgun is close range/pushes the enemy backwards, and the sniper rifle can bypass shields/aim for maximum damage. The hard part about assault rifles is that they're basically OP, in real life. They basically work at any range. Sure, they're much clunkier to wield than a pistol, but if you're completely prepared to take on a bunch of aliens tonight, an assault rifle will do you no wrong. For the longest time, the solution was to simply make the ammo rare. Eventually after throwing around ideas of how to give the assault rifle a unique perk, it was decided to give the gun a unique drawback instead. In the US, assault rifles are outright restricted whereas handguns are not, but the definition of an assault rifle is not very easy to narrow down; certain customizations are allowed for handguns to be more like an assault rifle. Anyway, the dystopian society of Aching Dreams allows for the ownership of assault rifles, but does not allow for the discharge of them. If you fire one, an unblockable electronic signature is dispatched, and an officer of the law will come to investigate. Since there aren't any officers around on a space station full of zombies (well, okay, there aren't any officers around to respond), a robot will be dispatched in the officer's place. In game terms, this means that every time someone fires an assault rifle, there's a chance that a Digknee Mick Moose bot will come in and shoot your survivors down. You can counter this by turning on either Elaine or Carmen's KDIG Frequency Jammer, which lowers the chance of a Mick Moose reprisal. Other strats include using the assault rifle right before the sun comes up, or equipping so many assault rifles that you'd be well equipped to take on any Mick Moose bots, and then some (but it'd surely cost a lot of AR ammo!). So anyways, the drawback of the Mick Moose bot is so bad, that the Assault Rifle has been rebalanced to the point where it's above and beyond better than any of the other guns. I'll probably have to rename EMP wave to something else though.

Tuesday, April 7, 2015

4/7

Jungl3Curr1 again with some progress:

- I've implemented powers with beneficial effects. More powers coming soon!
- Been tweaking around with weapon alt powers.
- HC and I have been discussing about weapons aiming issue (art wise).

That's all for now!

Saturday, April 4, 2015

4/4

Okay, so here are some updates from Cook and I:

- We've been spending a lot of time theory-crafting and choosing the powers to be featured in the game
- I've been laying down the foundations so that implementing all powers will go smoothly
- I've implemented a new passive weapon effect: Piercing. This is pretty much a conditional multi-hit attack where after you hit an enemy, other enemies behind it will also get hit.
- Fixed some more bugs on the program.

Tune in for more updates later on!

- Jungl3Curr1

Wednesday, April 1, 2015

4/1

Hello everyone! My name is Eric, also known as Jungl3Curr1, and I will be helping Hentaicook post blogs from now on. He is currently trying his best on his side of work to quickly finalize the final 5% of Game Assets.

I on the other hand have been slowing down my progress in programming by a bit. However, I have:

- Implemented the SoundFactory class which helps manage background music and sound effects. It only has 2 sound channels (BGM and Voice), but I may need to add more channels if necessary.
- Implemented all Alt Fire functions for all playable weapons.
- Will work on getting the 2 power buttons sorted out shortly.

(this looks like we're progressing backwards- hc)

Please note that I'm currently busy juggling some real life issues, so I may or may not get the Battle Phase of the game finished by this weekend. However, next weekend might be a possibility.

I also have made my own blog: jungl3curr1.blogspot.com

However, it doesn't have much at the moment, but keep an eye out for it, as I may post some things occassionally.

If there are any questions from me, please by all means post it and I shall reply back as soon as I can. That's all for now! I hope you all have a wonderful day!

- Jungl3Curr1

(sigh) I guess it makes more sense to go dd/mm/yyyy. - hc
waaaiit 90% of our audiences are in USA. Redacted!