The past 2 weeks have been spent making things look nice, and I'm pretty happy with the look of the game so far. Now I am working on the HUD and will use UMG to create a basic menu system with a few options for the demo. You can see how the game plays below but basically the gameplay will be changed a lot to reduce backtracking, make the weapons feel better and make enemies more fun to fight :)
Making the weapons/gadgets is easy, getting them to work properly in-game not so much. But I've pretty much got everything working as you can see in the video below. Also you can now listen to me ramble on about stuff!
Hello, it's a new day over here at Lazy Games Studio, and like every new day we look toward whets coming up tomorrow. First of all we're all off down south this weekend, London, yeah we're heading to the Eurogamer convention, if you see us say hi! :D With the release of Generic Jack earlier this year and LSD on the horizon think it's safe to say that we have our hands full. Never the less I'd like to announce our new game in development.
The game is essentially a shooter, designed for touch screen devices. Tap the screen to shoot a variety of weapons in a number of different scenarios. I've already decided that the setting will be some sort of TV game show, maybe have a cheesy host. The player is simply given scenario and a weapon, for example, shoot every enemy before the time runs out with this over powered and silly shotgun. The game will have a structure, a learning curve with options opening up as you progress through the game. This is all a bit vague and boring but at the stage we haven't decided much which is why I won't say much.
I'll be using the same engine as LSD, the Unreal Engine 4 because it is very pretty and surprising easy to work with. The Blueprints, absolutely blow my mind! Anyway, we've had a bit of practice, played around mostly and settled on this concept because we believe it has potential to be a fun game and also a bit different. For now the only thing to do is keep making stuff, I'll tweet some more screen shots in a week or so but here is a sneak peak of what I'm up to at the moment.
Check us on twitter!! @ProperLazyGames
And over at the Facebooks over at /ProperLazyGames
I’ve had some new ideas for weapons this week so I’ve had to just try a few things out. First of all, in the central area in the arena level the player will be able to spend points on weapons/gadgets (as shown below). This adds a bit of progression and the player will need bigger guns as the waves get harder.
So in terms of weapons and gadgets there are a few things that will certainly spice things up! These include remote mines that can be stuck to the floor/walls, a teleporter to escape sticky situations, and a place-able turret which will scan for and shoot enemies for you!
Meshes and textures are still WIP.
I’m now moving onto the level design side of things and creating an arena level for the arena mode. This will pit the player against endless waves of enemies that get progressively harder each wave. Health and ammo won’t last forever so the player must spend the score they get (from killing enemies) on health packs, ammo and additional weapons. At the moment though, I have the enemy waves working and a few health/ammo drops to help me along as you can see in the vid below.
Next on the agenda is giving the player the ability to spend score on stuff and making the level look pretty... only for the player to mess it up again with blood and guts!
So yeah, I'm calling this little project LSD. It's gonna blow your mind!
Anyway, I've been busy with other stuff which is why I haven't posted in a while, but in the meantime I've made progress on a few things:
I've done models + animations for 2 new enemies.
And just generally making things look nice, in the vid below you can see how it's shaping up. There's now blood effects when the enemies are hit, they bleed, there's muzzle flares and the green goo is animated (this will do damage to the player).
There's a lot more visual progress this week. The chairs have been replaced with something a bit more terrifying. There's also little spider things that move a lot faster. And blood, lots of luminous blood! All fully animated with a running anim, attacking anim, and dying anim.
Here are some of the pickups for health/ammo. The base model rotates slowly whereas the outer ring rotates a lot faster.
This week I've been working on a flamethrower and making some decent meshes for the weapons/pickups. Also I was going to have the 1st weapon some assault rifle but instead I've gone for dual Uzi's (modelled from a Mac10). Just to make it a bit more gangsta lol
In the vid you can see the meshes in-game and how the flamethrower works (no flame yet so its just a spherethrower) but it does set enemies on fire which lasts for 5 seconds and hurts them.
And another thing, I'm feeling a kickstarter coming on, so prepare your wallets!
Our new project is a top down shooter, probably going to lean towards arena style levels where the player has to survive for as long as possible against hordes of enemies. Haven't made any meshes yet so atm theres just a blue guy and chairs/other props as an enemies.
As you can see in a vid below there is a larger/stronger chair enemy and one that behaves a bit different - the drifter.
The drifter aims to get within a certain radius of the player and fires a goo projectile at the player. This creates a hazardous puddle that will harm the player if they run through it. (Similar to the spitter in L4D2). In terms of weapons there is a standard rifle, a shotgun. A flamethrower which will light enemies on fireis in the works :)
An update for Generic Jack is finally out. Just a few bug fixes here and there and of course the big game breaking bug on the ipad 3 where the buttons wouldn't show up. Well... it's now FIXED!
So go update the game on the App Store (you have to go to the 'Updates' tab)
Or if you haven't already download the game!