zerofiftyone

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Posts posted by zerofiftyone


  1. This clip is from yesterday but I forgot to post it:

     

    After trying and failing to get traditional AI enemies working properly, I came up with a new enemy type; robot balls. I managed to script their behaviour without using the behaviour tree system that was giving me so much trouble. 

     

    Today, I'm focusing on bringing together all of the parts I've been working on to actually make it a playable experience. This means making levels; making a game over / death state; and making a scoring system. I usually have that stuff sorted out a lot earlier on; but I've been pretty complacent about it this time around! I've also just had less time to work on this than I'd hoped, so it's going to be a bit of a tight squeeze for me this weekend if I want to get everything done that I'd hoped. I haven't even started on sound yet.


  2. Yeah, I think there's a lot of potential for those subtle social features to build a really great community. I just can't help but feel like it still won't match the feeling of having a regular server. The Team Funcom TF2 server just feels like home to me after so many years of playing there, in a way that a system like this can't really replicate...there's something about seeing someone drop by who hasn't been around for a while, or coming back after months and having friendly faces (or steam icons I guess) still kickin' around that just makes me feel cozy and comfortable in a way that matchmaking can't quite capture I don't think.

     

    Yeah this pretty much sums up my feelings towards servers in TF2. 


  3. I also added rotation interpolation, but it doesn't really work, as he often spins around the wrong way. I forget how to deal with this; I think I did something for Nineties Cockpit Freakout, so I'll have a look at that tomorrow.

     

    I have a hunch that you may need to use "shortest path" mode.

     

    FapaUCA.png


  4. Hello all, I'm super behind on podcasts so I only just heard about this now. I have never made a game before, but I have spent all of today watching Game Maker tutorials and I'm gonna give it a go. Didn't give myself much time buy ill try my best.

    I have chosen as my theme, Refined Baby, a baby game where you play as an uncouth infant desperately seeking to be more civilised. I will make a development thread when I have done some developing, in the mean time good luck have fun to all!

     

    Good luck! :)


  5. gIgS0Ow.gif

    Still need an animation for when rats chew through the string, but here's another thing that works now.

    I also got dropping / losing rats to work. They still just sit there on the ground though, so I think I'll get them running around next.

     

    This is the most adorable incredible thing. 


  6. When I was talking about sanding off the edges, I was specifically referring to the features surrounding the core game, not the game itself. Overwatch is a game that has removed potentials by limiting the maps you can play on to official-only maps; and has limited the play rules to the official rules by not having support and infrastructure for custom servers. It's a decision that makes the game a more controlled experience, which is good in the sense that players will get the developer-intended experience throughout their play session; but it does also reduce the potentials. 

     

    The "Overwatch experience" and the "Team Fortress 2 experience" are different not only in the sense that the game content is different; but also in the sense that one is a tightly-controlled experience and one is a more loose and customisable community-driven experience.

     

    Again, this isn't a value judgement on either game. I'm just pointing out the different approaches.