nkornek

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Posts posted by nkornek


  1. Sadly I had some unexpected things come up this weekend and I won't have time to finish the game today. It's getting very close though and really just needs some additional polish and also sound effects so I think I'll be able to finish in the next few days. I probably got a little carried away adding little details but they were fun to put in so that's all that counts.

     

    Here's the (near?) final game environment that you'll be dueling in!

     

    Environment.thumb.PNG.5b16c8f50736260e0b9f0e0a708e6def.PNG

     

    Probably my favourite new thing that I added was this little bridge between the two buildings that can be cut by bullets!

     

    BridgeCut.gif.33f42277b7d11d73ce069fee71b4f61e.gif

     

    But wait, what's this? A NEW CHALLENGER APPROACHES???

    secret.PNG.2ddb2302aba0f5e87b5100b1afea78bb.PNG

     

    Hidden in the game is a secret code that can be used to unlock this glutton as a playable character!


  2. Took some time tonight to art-up the character select screen and add a little practice area. I think I may still clean up a few things but overall I'm really pleased with how this came out. Next step will be to build out the game environment even more!

     

    CharSelectNearFinal.gif.1c8fad4a63a5bad580a4a3e67f4ecd2c.gif


  3. Update! The core game loop is now working!

     

    Forgive the bad character movement, it's very hard to control two character at once for the purposes of recording a gif. I'll try to get someone to help me record a good one that really shows it off.

    Loop-resized.gif.6ec89dc0bc5526a8a26cbab4370fe222.gif

     

    On 20/01/2020 at 8:13 AM, ke51n said:

    Why is nick always the one being shot :lol:

     

    This actually motivated me to finally implement character assignment so now all 6 characters are playable!

     

    Now on to LOTS AND LOTS of polish.


  4. End of weekend update!

     

    So much stuff has been added. I've largely been working on building up the environment and now have the full central saloon built out. I'm still going to add a few props in places and also want to add some smaller buildings along the sides. There are also now doors that open automatically when players walk up to them but can also be shot open, as well as windows that will shatter when shot.

     

    Environment.gif.31d83f9baa461ba02d3b9bb30b5bbdd3.gif

     

    Also, you can finally shoot each other! Well not really because TIME PORTALS

     

    TimePortal.gif.4529b230be12648a154859f983f1a936.gif

     

    The whole thing is really starting to come together. I'm looking to finish the environment in the next few days and then implement the scoring. After that it's the home stretch!


  5. Only had a bit of time to work on it this weekend but I started working on some environment art and also implemented some physics objects.

     

    Physics.gif.071fe571b74a953d0da3d5feaef447cd.gif

     

    The fun thing about the physics objects is that they block bullets but are also affected by all timelines simultaneously. That means that if in a previous timeline you missed a shot because your bullet was blocked by a chair, you can then shoot the chair early in your current timeline to get it out of the way so that your past self's bullet won't get blocked anymore.

     

     


  6. Love how so many people are paying homage to Wizard Jam for this final jamming.

     

    If you need any sprites or anything from past Wizard Jam games I've worked on to include as passengers and stuff let me know. I think I still have those Rich Uncle Cool Uncle Megaman sprites around somewhere...


  7. 8 hours ago, z_bill said:

    Whoa cool. I can't wrap my head around the gameplay really. I can't wait to see what it'll play like!

     

    If I understand right tho, wouldn't there be an unfair advantage to whichever player "camps the spawn point"?

     

    The idea is to have the whole timeline rewind to the start of the duel whenever a player gets a kill, so as long as each player resets to their own side of the arena and there's enough obstacles between them camping shouldn't be an issue.

     

    5 hours ago, RKSanders said:

    Sounds cool. Any idea how the Steam remote play stuff works? Wondering if you could get that working for the showcase streams.

     

    I looked into it! Seems like unfortunately it only works if the game has steam works integration but I'll see what I can do.

     

    21 minutes ago, Dinosaursssssss said:

    Cool concept! Sounds similar to TimeWatch (FPS that was shown at GDC Experimental Gameplay Workshop I think last year (two years ago?)) but I suspect doing it in 2D will make it a little easier to keep track of what's going on.

     

     

     

    I haven't seen that game before but yeah, it's a similar concept!