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Thread: House Cleaner - A top down fast paced slow motion shooter

  1. #21
    Clicker Fusion 2.5Fusion 2.5 Mac
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    zip2kx's Avatar
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    Implemented the explosion, changed the hud and did an enemy damage bar like Diablo. Captured a small gif to show this. I need more footage...



    Code:
    20170408
    -New explosion
    -Changed the hud
    -Enemy damage bar
    2017-04-09

    Added loot drops instead of you getting the score instantly. It has a really cool sound effect too... but you are just going to have to imagine that for now since webm isnt supported.


    Code:
    20170409
    -loot drop

  2. #22
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    zip2kx's Avatar
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    The last couple of dev sessions havent been dedicated to House Cleaner main game. Instead i've worked on a potential feature. I've always wanted to do have a level generator in the game to avoid players playing the same thing over and over. But as we all know this is one of the hardest thing to do. I've done some variations of it before



    but that's literally carving out the level infront of you with very little polish. Instead the widely done method of Spelunky/Enter the Gungeon is the one i wanted to do for House Cleaner. A generator that builds the world from different premade rooms. I've tried doing this before in very simple ways but the only way i could do it was to split up the frame in equal sized parts and then paste in rooms with no walls. As you hear, that method created very boring and simple rooms.

    So this is what ive been trying to do for a while now and... almost success! What I have now is the node generator. It creates a world structure and then populates it with different kinds of rooms. The generation was one part of the headache but then getting the world to create rooms from a random quantity (that gets generated at the start) was harder.



    But.... Now i have to figure out the important step, take that layout and make it create the rooms. The room creation from arrays shouldnt be hard, the difficult part will be connecting them somehow.

  3. #23
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Volnaiskra's Avatar
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    So, how's that end of march release date going?

  4. #24
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    zip2kx's Avatar
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    Quote Originally Posted by Volnaiskra View Post
    So, how's that end of march release date going?
    hahaha!

    Well! Technically I released an alpha (which got 59 more downloads than i expected) so I didnt lie!
    Jokes aside, the feedback from the alpha (here and other places) really gave the confirmation I needed. It just grew in my head and I felt the need to add more features.

    We'll see how this ends up.....

  5. #25
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    Yep, I know how it goes. Spryke was originally meant to come out in 2014

  6. #26
    Clicker Fusion 2.5Fusion 2.5 Mac
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    zip2kx's Avatar
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    I'm just glad you continued working on Spryke!

    A new gif of a new level, new enemy, new office tiles, more effects and more destructible props!



    Code:
    20170415
    -New tiles
    -New props (laptop, explosive barrel, books, laptop)
    -Tweaked lightning

  7. #27
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    zip2kx's Avatar
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    Made the barrels trigger each other. Have some fun ideas for this later on .


  8. #28
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    Nice! Touches like this are what separate good games from great ones. You know what might be even cooler though? If each exploding barrel made adjacent barrels slide along the floor before they themselves exploded. That would make those chain reactions more spectacular (and with good timing, the player could explode enemies who, initially, weren't even near a barrel)

  9. #29
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    zip2kx's Avatar
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    Great idea!
    I will implement that!

  10. #30
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    Progress has been slow, I've started doing things that doesn't have much to do with the ingame gameplay. Who knew menus took such a long time....
    Anyway things like that combined with work hasn't given me much time for the game but i sat this Friday and today and made a working level editor. I've tried doing one for a long time but I could never get it working smoothly, until Clickteam implemented the option to call on objects names. This little feature has made it so easy to create a efficient editor (efficient for me that is). Here's a little gif:


    I actually haven't used it to make a real level so we'll see if it makes the game making easier or just more annoying haha.

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