Wednesday, August 29, 2012

0.231 Changelog

 Here's what's happened in the 0.231 version. This is slightly out of date, and a lot more has been put in since then, including a complete change on how the world is handled. The AI also was a false alarm- the darn thing is stuffing up again on the new map type.

Changes (0.231):

- Temporary Zombie AI tweak that seems to have fixed the performance problem when they attempt to attack a target. Seems a bit too easy though...
- Changed Stalker name to Walker.
- Added blood hit effect when Walkers attack a NPC.
- Added Ambient Lights to level.
- Replaced old events for adding objects to Personal Inventory with new Function based events, preparing for furniture and multiple inventories in different objects.
- Added new Inventory Selector graphic, white box around items in P. Inventory.
- IS graphic now only appears over used inventory slots.
- Rebuilt Main Menu to a 2D scene, removed 3D buttons in favour for more modern text buttons.
- Large amounts of work on the Main Menu scene. A city now burns with pixilated fire, while choppers and fighter craft desperately fire missiles into the zombie fray below.
- Added simple explosion to Main Menu scene.
- Added Consume functions to the Consume Button.
- Restricted Stats to 200 max.

Wednesday, July 18, 2012

Apocalyptic 0.22 Changelog

Finally up to date again- here's the 0.22 changelog. 0.23 SHOULD be downloadable... it is meant only for testers, but others can have a look too. Don't download it if you're expecting a full game though. :)

Changes (0.22):

- Lowered map size down to 6500x6500.
- Added Barricade block model and object.
- Added Barricade visual to Build Menu.
- Changed Pre-Set Wall Blocks to switch to Game Grid on start, meaning the player can build in line with them.
- Added Blood effect on Bullet Hit.
- Heavy modification of default Road graphic.
- Adjusted default resolution to 1024x768.
- Adjusted HUD objects to fit within new resolution.
- Massive improvement to Civ AI. It now is capable of much more accurate pathfinding and can walk through houses without much issues.
- Disabled Solid property to Trees and Crates. Improves AI a bit- they no longer freeze the game trying to find a way past them.
- Improved Civilian AI- they now move seperately, rather than waiting for a global timer.
- Added Civilian AI failcheck- they now choose another path to another location if they fail to find a path to their original destination.

Saturday, July 14, 2012

Apocalyptic 0.13 to 0.14 Changelog

I've been neglecting to update this blog, sorry about that. But rest assured, I'm still working on Apocalyptic. Although version 0.14 and 0.15 were finished awhile ago, I never posted a changelog. Rather than go a on a massive talk about what was done, here's a change log that summerises what was added on it:

- Edited SMGwalking placeholder graphic to look more complete.
- Added enemy, Stalker (follows player, doesn't attack yet, animation a little glitched)
- Added new Enemy event group.
- Changed Wall building so it uses the more advanced 3DWall2 object.
- The old wall events are now for the Fort Wall object, for protection of base perimiter.
- Added Rotten Wood material.
- Changed placeholder music to a new placeholder, is a bit better to listen to.
- Reversed Right Click and Left Click build and placement for Workstation. Planning to replace "workstation" anyway.
- Added Stalker HP and death effects.
- Implemented MagiCam plug-in into Apocalytpic.
- Added advanced camera follow.
- Added screen shake when firing weapons.
- Added screen shake when zombie dies.
- Added new tool/weapon status screen. (At top, cycles through weapons currently)
- Changed map size to 10000x10000
- Corrected some map generation issues.
- Added SMG sound.
- Added Stalker hit sound.
- Removed the Command Flag. Flags will no longer be used.
- Removed NPC Grunt temporarily.
- Added new NPC (Military Soldier)
- Stalkers now also attack Soldiers.
- Welcome back scanlines.
- Added Road object.
- Added Pistol weapon.
- Added Knife placeholder.
- Added Zez Sword placeholder.
- Added new outline effects to all 3D objects.
- Re-added new Wall object. Towns are built with these.
- Added new ambient haze effect.
- Added Weapon HUD, replaced Health HUD.

- Major changes to Zombie AI. AI now seems to not flicker animations, charges more smoothly and follows target better.
- Slight improvement to Gun AI- it now stops and shoots rather than paces randomly. Also removed most flickering.

The current version is now 0.22, due to some odd mix ups. I'll post that changelog soon.

Monday, June 11, 2012

REMIX Screenshots

Even more shiny goodies! Tons of new stuff implemented- better graphics, new optical flare lights, new ships and weapons, improved AI, new fighter ship AI and carriers, shipyard prototype code, expanding empires and more! The universe is getting more dynamic- I came across a situation where I followed a group of Alliance ships as they travelled into the center of the map. We came across a Orizon Beam Frigate, and a fierce battle ensured. Safe to say, we got our asses handed to us.

And that happened in the first five minutes, reinforcing that REMIX is a fast paced open world game, not a slow and time consuming super sim.




Tuesday, May 22, 2012

New 3D Models

Two new models added to Technical Byte's resource banks, by yours truely. Actually, this is my first attempt at real modeling, so yea.

These two models aren't actually FOR anything, just made for the hell of it. They are related to the Epic Universe though, so they do play their part. Perhaps I could use them in a proper 3D game one day, if I ever gain the skills.

If you want me to make some similar models for you, send an email to TByteGames@gmail.com and I'll see what I can do.

- E-Alliance Space Intercepor (One of the first space based fighter craft, the Interceptors never saw any real combat):


- E-Alliance Nova Carrirer (A unique ship in that only one was ever fielded. It was the first space carrier prototype, but the concept was scrapped in favour of larger frigate sized ships. It wasn't until later stages of the Orizon War that carriers were reintroduced.):


Tuesday, May 8, 2012

New REMIX Screenshots

More screenshots, marking version 0.01 Pre-Alpha. This is the first phase, if finished, and I'll put a download up when we get to Alpha. I've increased the effects quality of all the lasers, explosions and general smoke effects. The aliens also now have a working beam cannon, as shown by the last screenshot.




Monday, May 7, 2012

REMIX Update

I've put alot of effort into turning REMIX into the best looking space game I've ever made. One aspect that is still lacking is the background, which is a simple blurred image, but as soon as I figure out an alternative I'll be on it.

So far, I've finished the basic AI for both sides. Each side has a few ships programmed so far, the Alliance having;

- Corvette: A fast, single turret ship carrying a deadly Vorak Cannon.
- Frigate: A ship designed to combat the Orizon warships, armed with two railguns and a Vorak Cannon.
- Gun Frigate: A weaker ship armed with several railguns, however is weak against Orizons.

The Orizons themselves have super heavy ships, boasting weapons that tear through Alliance ships quickly.

- Raider: Comparable to a corvette, the raider is fast and armed with a Orizon pulse laser, able to take on Gun Frigates with ease.
- Frigate: The Orizon frigate is armed with three heavy laser cannons and a beam cannon, and is a deadly opponent. Not many Alliance ships can fight this one, and generally a small fleet is required.
- Beam Frigate: The beam frigate carriers two beam cannons, giving it excellent fire support capability. It is designed to take out smaller vessels with a single salvo. It's downside is that it is slow.

Corvette/Raider AI works, as they tend to continually move through a firefight (as they still utalize forward mounted weapons) while capital ships such as frigates stop after reaching and enemy and trade fire. Capital ship combat will be all about who has the biggest shields.

Right now I'm working on creating a new system for universe generation. Instead of simply spawning planets randomly about the map, I've decided to go for something experimental and generate planets within systems, with suns. It will provide more realistic gameplay, and will add extra elements like in-system combat and the long distances between the solar systems.

After that, I'm going to attempt to create ships and AI that attack other worlds, which will create a much more dynamic universe.