Neurotoxin
2013-02-20, 05:28 PM
Liberator Tailgun Minigame 2013-02-20 (http://reesehollandgames.com/Games/LibTailgun/LibTailgun2013-02-20.swf)
Its another one of these again! I've been picking at the process here and there, and just wanted to share the most recent updates. I still have plenty of work to do, but it has a bit more than the last one did, so I'm sharing a monthly update. The next update should hopefully look a lot better, though I will need to work out the aiming system before it really become a productive damage model.
Once all the remaining work on the list below is completed, I'll look into adding more features, such as cert modifiers, and a story mode where the player gets to sit in the tail of a Nanite Systems prototype that is doing field testing against all factions!
Completed since last time:
Additional selectable background environments. (Just 1 more so far)
Credits to acknowledge contributors.
Fixed a bug where changing enemy types would spawn an attacking enemy while the pause menu was still up.
Conceptualized the 3 behavior patterns (still have not yet implemented them)
Added more PS1 music
Added reload functionality
Remaining work:
Create title menu and credits page art
Change pause menu layout for even more control of game attributes
More predictable firing for the player.
Add selectable options for the three tailgun weapons.
Add 3 distinctly different enemy behavior patterns, make them selectable.
Chance for enemy A2A missiles with Passive attack pattern, and A2A or close-up G2A with Aggressive. Inept is just a noob learning how to fly, no skill at all.
Create art and functionality for missiles and rockets
Add the Liberator as an enemy.
Sound effects (might use some PS1 sounds).
Realistic (in the context of Auraxis) damage, rate of fire, bullet velocity, and variance for all weapons. This will probably be towards the end of the project.
Considerations for availability on iOS, Android, and other formats (mainly checking in with SOE when its finished to see if they'd be alright with free distribution of the game, or some other agreement)
Its another one of these again! I've been picking at the process here and there, and just wanted to share the most recent updates. I still have plenty of work to do, but it has a bit more than the last one did, so I'm sharing a monthly update. The next update should hopefully look a lot better, though I will need to work out the aiming system before it really become a productive damage model.
Once all the remaining work on the list below is completed, I'll look into adding more features, such as cert modifiers, and a story mode where the player gets to sit in the tail of a Nanite Systems prototype that is doing field testing against all factions!
Completed since last time:
Additional selectable background environments. (Just 1 more so far)
Credits to acknowledge contributors.
Fixed a bug where changing enemy types would spawn an attacking enemy while the pause menu was still up.
Conceptualized the 3 behavior patterns (still have not yet implemented them)
Added more PS1 music
Added reload functionality
Remaining work:
Create title menu and credits page art
Change pause menu layout for even more control of game attributes
More predictable firing for the player.
Add selectable options for the three tailgun weapons.
Add 3 distinctly different enemy behavior patterns, make them selectable.
Chance for enemy A2A missiles with Passive attack pattern, and A2A or close-up G2A with Aggressive. Inept is just a noob learning how to fly, no skill at all.
Create art and functionality for missiles and rockets
Add the Liberator as an enemy.
Sound effects (might use some PS1 sounds).
Realistic (in the context of Auraxis) damage, rate of fire, bullet velocity, and variance for all weapons. This will probably be towards the end of the project.
Considerations for availability on iOS, Android, and other formats (mainly checking in with SOE when its finished to see if they'd be alright with free distribution of the game, or some other agreement)