Friday, June 29, 2012

Alpha Demo 1!

Alpha Demo 1 is now released! There is not much to it, but you can test the engine, play the first 3 quests and shoot cockroaches. I'm not in the mood of writing much right now, so you can get the demo here.

If you happen to be finnish-speaking, you can check out Game Maker Suomi for more information about Devastated! :)

Tuesday, April 17, 2012

Weapons

In the original game, there were eight weapons planned. That's pathetic.

Now, I decided to make loads of 'em, a near infinte amount of them: ladies and gentlemen, let me introduce the random weapon generator! With a small Borderlands-wibe, I made the weapons generate by random.

OWAF GME87-B2 Laser rifle shooting
The weapon name consists of manufacturer, model, version, add-on and type. The manufacturer and version number affect the base damage of each weapon, and the model affects other stats like clip size and firerate. Add-ons are somewhat rare weapon modifiers, which can make the weapon to fire in bursts, for example.

As you can see, the main game engine is near complete. All of the gazillion weapons work, and the character moves as it should. I took some of the graphics from the original game, as you see :) Some of the new graphics are placeholders, though (eg. the weapon silhouette)

Sunday, April 1, 2012

Reborn

Hey guys. It's been a while since I last worked on this project. I have not worked on this for a reason: the code I have written is so messy. It was virtually impossible to carry on with this project, so I decided to go for the extreme - rewrite the whole game.

I also feel like that the original game was really boring at times. It had only 8 weapons planned and the RPG-elements were implemented in a really bad way. There will be a lot of new features and system overhauls, stay tuned for more information about them!

(And no. This is not an April Fools -joke :D)

Wednesday, November 23, 2011

Meet Holdeman

Here he is. This is the man who is responsible from The Blast. Your aim is to kill him.

Holdeman with a badass gun and a nuke going off in the background

This image was drawn by Samppu, the same guy who filmed the commentary and created the trailer. Should you want to see more of his work, click here. The page is in Finnish, but even if you for some reason lack the knownledge of Finnish, you can still check out the art ;)

What do you guys think, mean looking dude this Holdeman, eh? He even dares to stand in front of a nuclear explosion.

Sunday, October 30, 2011

More redesigns + annoying bug fixed

I did it once again. I redesigned the inventory categories for weapons and equipment. Now the screens are easier to use and look much better.

The new weapons screen

Now it is not possible to change the equiped weapon via the inventory screen.  The weapon inventory is now only for showing your arsenal of guns and the amount of ammo you are carrying.

The new equipment screen
Te equipment screen has moved from horizontal pattern into a vertical one and is now more like the other inventory screens. It also shows more information about the armors you have.


Sunday, September 25, 2011

New challenge system

It's time to reveal yet another overhaul. This time it's the challenge system. The previous challenge system was a bit clunky and didn't really work that well, since it required the one-save system. Now with the new savesystem I could make a new challenge system which for the time being supports 112 challenges. The new challenge interface looks like this:
The new challenge interface with a bit more graphical approach
Completeing challenges will reward the player with experience points. I've also planned to add some bonus content which will get unlocked when the player fulfills a certain amount of challenges.

Wednesday, September 14, 2011

More clever looking enemies

I've changed the way the enemies move. They used to walk between certain points with a stupid-looking pattern which was easily detected even by an infant. But from now on, the enemies are not as scripted anymore. They change their beahavior all the time, so when they move they might stop for a while, change direction or even do both.

This makes the enemy movement look more "realistic" and it's now much easier and more fun to perform sneak kills!