Friday 14 December 2012

Did someone say 'update'?

I think it's been 3 weeks since the last post, so I suppose it is about time I do a little post on the current progress of Labcoax.

In the past week I was making the pause menu interface and functionality, and the week before that I moved from GM 8.1 onto GM: Studio Standard. The move wasn't as smooth, there were a few things requiring change as they worked a little differently in Studio than 8.1. Just before the move I was working on a tileset, which I think turned out rather decently. I still have not done any backgrounds though.

If you think the slimes were annoyingly hard to shoot at, you shouldn't have anymore problems with that because our heroine can now crouch and shoot. The slimes can now be killed, complete with their very own death animation.

I haven't gotten to work on new enemies just yet as I was concentrating mostly on the game skeleton or game structure ready (the level-up and experience system, character attributes and menu controls). I do however, plan to get at least 1 new enemy done in the next alpha of the game, planned to be uploaded before Christmas or earlier.

I should probably give my avatar a Santa hat, then go unwind for a bit. Also, I suppose pony-tail for the heroine should stick?

19 comments:

  1. the pony tail makes her look like Chell. so keep it.

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  2. The ponytail is also another thing (aside from her clothes) that can indicate non-hp based status.
    Like, even if you survive and heal up from all that monster rape, your labcoat is still torn in half and your hair is unkempt.
    Could be linked to a corruption % system leading to multiple endings depending how you manage your escape (in turn, this gives the 'living labcoat' idea a whole way to expand).

    *cue everyone rooting for an infection spread route* :3

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    1. I think the unkempt hair and torn labcoat would be very cool, and a corruption system would be a great way to have multiple endings. Great ideas!

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    2. I don't know about Infection/corruption but we'll see...

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    1. Oh. You could have two small ponytails to the side, and a maximum ponytail in back.

      Truly, the strongest hairstyle...

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  4. Great to see another update, Datanony. Glad to hear progress is going well and that the core mechanics are being focused on so that the game will actually be fun to play, as opposed to 95% of most h games. Also glad that the heroine can crouch and shoot. That means you also have the opportunity to make enemies that fire projectiles she had to duck or environmental hazards to avoid. With those additions as well as enemy deaths, I can't wait to see a new alpha!

    And yeah, I'll agree that the ponytail is great looking. Adds some character to her and gives you something to animate along with the labcoat when she's moving.

    Keep up the good work!

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  5. Looking forward to seeing how this progresses.

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  6. It's always more fun when the framework is solid and then content gets added. Keep up the good work!

    My vote is for ponytail, definitely.

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  7. If you're going to use GM:Studio and haven't already bought it, think about doing it before January 4; they're having a half-off offer until then.

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    1. Already own GM:Studio Standard. The half-off is only applicable for the additional exports onto other platforms. Only interested in exporting onto Wndows & OS_x as of now, so it's all good.

      And happy holidays.

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    2. I checked and the half-off is for everything, standard and professional included. But if you're already served, it's alright.

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    3. Can't believe I missed the most important part. Thanks. If only I knew the discounts were comin'

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  8. I think this project is awesome. happy holiday!

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  9. Happy holidays man. Hope to see something soon, sounds promising.

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  10. Happy holidays, datanony! Can't wait for the next update! Also, I'm a big fan of the ponytail!

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