Defining Awesome — Development log
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    March 29th 2011

    Another site with free game graphics. Is there any catalog of sites like this?

    March 28th 2011

    New damage model

    Here is a picture of the new damage model. It is pretty straight-forward, that’s how I want it to be. I have already coded it and it plays really well with bots. One shot kills bring a completely new dimension to this game. It should have been like this from the start. Previously damage was weapon specific and calculated based on bullet speed. I think, even though it is realistic, this is confusing and hard to balance.

    This damage model is unified across all current weapons. This means be it pistol or sniper all have nearly the same damage. They vary slightly when hit in other areas except head. So every gun kills when shot in the neck or head (with the exception of multiple shot weapons like nailer or shotgun – damage is spread evenly across bullets then). So guns will vary now only in bullet speed (but does not affect damage), fire rate, maneuverability, weight, recoil, steadiness and so on.

    I also fixed a bug which is really caused by the game being played on a 2D plane. If your arms are in front of you, the bullet will hit the arms instead of the chest. I made it to check the chest now first for bullet collision, so there are more critical hits in the chest and head instead of arms.

    March 28th 2011

    I need to write a more lengthy post about my plans with LD but I can’t find inspiration to do that. Right now I’d rather code. I’m unifying and fixing the damage model so that it is easier to understand and balance.

    March 17th 2011

    Play-testing the dev version revealed numerous bugs mostly related to grabbing soldiers. Release is postponed until these are fixed.

    March 15th 2011

    The built-in TwitPic bug reporter (f5) seems very useful. Here’s a bug report named “Having a good time”.

    March 14th 2011

    I’m finishing the next release, should be ready any day now. Got some network bugs to fix especially with grabbing involved.

    Rule of thumb in network games: never test it without a lag emulator. 0 ping will never happen so it is pointless testing it without lag.

    March 11th 2011

    I made all melee actions with a gun performed while holding the “melee modifier” key. This gives a lot of freedom to the way you fight. I will be exploring melee combat for a while because I have a gut feeling this will be a big part of LD. The characters are much bigger than in Soldat so it is much more satisfying to see fully how the soldiers fight.

    March 10th 2011

    Done: grabbing guys with melee key; you can throw them around; you can pick-up corpses and use them as a shield or just toss them around; still got some fixes and improvements to do

    March 9th 2011

    I managed to quit vim! I don’t remember how though…

    March 9th 2011

    I rewrote the ragdoll collision code. Based it on cylinders not balls. Seems much better now.

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