Defining Awesome — Development log
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    October 4th 2010

    Fog of War in Link-Dead

    I need to state my position on the idea of fog of war in Link-Dead.

    I’m aiming to make LD as realistic AND fun as possible. FOW certainly is a realistic aspect and I can imagine it is fun. We know how it works from Soldat realistic and it allows for many things that would be impossible otherwise (like cutting someone’s throat from behind). Yet, I am not planning to add it as a standard feature. The reason is:

    What different would Link-Dead be then from a 3D shooter?

    My opinion is – nothing, besides that you see your character from the side. I want to make something that isn’t out there in the game market. The 2D side-view aspect should be embraced not mimicked to seem like a first-person game. Seeing your opponents adds fun and strategy to the game. Because it is more like a board game where you see what your opponents are doing and you can adjust your strategy at any time. I like seeing what my enemy is doing when he is not facing me directly. For example seeing him scavenging through someones inventory, or trying to flank me, or seeing what items he picks BEFORE he confronts me. This is something that will never appear in a first or third person perspective game. This can be both funny (like seeing someone trip over his own mine) and strategical cause you need to think more before actually fighting an enemy. And this is my big aim for this game, to make the player think.

    This said, I am not totally ruling it out. I agree it could be a cool feature. I have thought about this a long time and even made attempts to do FOW (as seen on this video). So I might add it as server-side option in the future. Discussion is appreciated, you can list your own pros and cons list.

    October 2nd 2010

    2 questions 2 experts:

    1. I want to make a video tutorial with keyboard displayed and keys that I press as I play displayed on the screen. Any software that can do this?

    2. Can I pack a float into 16bits and what would the precision loss be?

    September 30th 2010

    Today I’m rewriting the pickup item code to incorporate picking stuff from the ground, so that you can pickup a grenade and throw it back!

    September 29th 2010

    Working on suggestions and bugs from alpha testers. Plus added support for point sprites which is a super fast way of rendering particles.

    September 27th 2010

    I’ve been thinking a long time about hiding in darkness. It’s a cool option but everyone has a different monitor and it’s very easy to cheat by adjusting the brightness on the monitor. I’ve thought of a solution which is to simply make the player more transparent in darkness. In pitch black he wouldn’t be drawn at all.

    September 27th 2010

    I’m beginning work on fixing the issues testers have. First thing I did is improve the controls, there is still a lot to do in this area.

    September 25th 2010

    A few test matches have already been played. It feels amazing to at last play my game with a couple people on the server. There is still a lot to do but I can honestly say that I am sure now Link-Dead is heading in the right direction and it will ultimately kick ass.

    September 22nd 2010

    Huntdown – gamemode description

    It’s time to write down for everyone the gamemode that will be available in the alpha. This isn’t the full gamemode that I am planning with robots, bases and hacking but something to play while I will be developing that. The current gamemode is called read more »

    September 21st 2010

    Update on last few days

    The last few days I’m just sitting with 2 clients on localhost, lag emulator running in the background, and testing, tweaking, testing, tweaking, fixing bugs/mistakes. It’s very tiring. I just wish with all my strength that I will get the netcode right and it finally works. The last build seems promising, but I still need to test it in a real environment.

    Other stuff I added in the meantime:
    – holding the fire button when throwing a grenade arms the grenade so you can wait for example 3 seconds, release the fire button and throw
    – bombs explode from other bombs, nades and bullets (this makes bombs without detonators a not so stupid idea, cause you can put 10 bombs in 1 room, wait for someone to step into that hell hole and shoot just 1 bomb or put 1 detonator)
    – I finally swallowed my pride and added unit testing. The code is just so large now that without some automatic testing I am wasting tons of time just on stupid mistakes. I’m using a very nice library called UnitTest++.
    – added a Game Director, which is a fancy name for something that controls the time of the game, checks points, respawn units left, ends matches and restarts them, and finally decide which team won the game

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