Friday, 1 April 2011

Directional zombie animations added

Simon has created all the walk animations for the first zombie type with 8 x 5 individual sprites. It now looks great as they chase you around.

Video here.

Friday, 25 March 2011

Gamepad code added

Most of the gamepad code is finished now, so the game can be run with up to 5 players (4 with controllers, one on keyboard and mouse). There's no selection menu yet so yuo can't choose how many players can join a given game, but that's next.

I've used XInput controller code for XBox support.

Saturday, 26 February 2011

Weapon Powerups Added

Our 8-bit hero just got a brand new armoury. At the beginning of the game the world is now littered with loads of juicy powerups - weapons and health kits.

Every type of weapon is now held in the player's inventory, which also models magazine ammo and total ammo, weapon reloading, and everything else you'd expect. The player can cycle through the weapons with the mouse wheel.

My personal favourite is the flame thrower, which in a future version will ignite the hapless zombies and turn them into harmless (relatively) carbon.

Debris

I've added a step to randomly add debris to our hitherto clean and tidy city. There's a small set of sprites for this at the moment, but you get the idea. Our city is now beginning to really look as though it's turning into hell.

Friday, 25 February 2011

Multiplayer code added

I've added some more code to support multiple players. Obviously until gamepad code is written the game won't be multiplayer, but I want to support several players from an early stage.

The screenshot shows what things might look like with three player characters. At the moment I'm controlling all of them with the keyboard and mouse.

You can also see a basic HUD that I've added in the top right.

Sunday, 13 February 2011

Weapons System

I've done a little work modelling different weapon characteristics. Three weapons are implemented: pistol, rifle, and a plasma weapon. Each can have its own type of projectile, makes a unique sound, and I've also modelled different projectile speeds, fire rate, and damage.

Building layouts

I've altered the building generator to produce buildings with different patterns to the frontages, i.e. arrangements of windows. The patters are windowless, all windows, columnar, rows, and checks. Adds variety very easily.