Update 05 - What happened this last month?

Published July 08, 2021
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To all of those that actually follow the project…

Hey guys, its been a month since my last update, which pretty much was me talking about the player controller and then I dropped off for about a month. So you guys must be wondering how much I got done if I've been working since my last update. And I can say I've gotten some work done, but not enough to be proud of. To start off, This past month has been an adventure for me because I moved into an apartment with my sister, we got to cats, and my computer broke about a week ago.

With the computer, it was all my fault to start off. I did something to the motherboard on accident trying to fix my issue of the CPU running slower than it should be. The good news about that issue is that once I got a new motherboard (same one as the old motherboard), my CPU started to not only run faster than before, it runs higher than the base speed. Which means my PC is running faster than before, which allows me to work on the code faster with little to no problems. I did run into an issue where my Wi-Fi card stopped working properly and it took me an extra day to fix that. Ever since that, I've been a little too busy so I could not get the work done that I wanted to get done. But I don't see this as a bad thing because it makes me more motivated to get back into the game and working on all of the features I want.

So what is new then?

Since my last update, I can say I worked on the concept code for my weapon system. When I say concept, I mean I have code I put together so I can start figuring out what I need to do so I can make weapons easier to create with custom behaviors. Right now, my code only allows me to input some numbers and settings to allow the weapons to work. But the downside to this approach is that the guns are not customizable as much as I want them to be. For example, if I want a gun that shoots a laser that can cut through multiple enemies, that will be tough since my guns mimic weapons that shoot projectiles only. My plan is to recode the entire system to allow me to inherit and customize each weapon to my liking. So I can create more custom weapons with special features.

Along with the weapons, I started work on what is the Hit Owner system. When ever a weapon is fired, the object that was hit will receive data that hold information like where the shot came from, the hit force from the shot, and damage. This Allows me to send a lot of information quickly so I can tell it to interact with the objects correctly.

Whats the future of the project

I've been spending a lot of time thinking at my job about what I want the game to become and I think I have the answer. I currently face some issues, like how I'm making a game with no real experience that I can share with others, which means I need to show off what I am creating so people can built trust with the project. I also do not have a budget for the game. I can not even use my own money since its mainly tied up in rent and groceries, which means I need to come up with a solution to build the game and make money with it.

Here is my overall solution;

I want to create a game that follows the classic “Shareware” style that early games like Doom and Quake used. I plan on creating the first few levels with as much polish as I can add. With that, I then plan on releasing it alongside a Indiegogo or Kickstarter page, which not only allows people to test out the game, but they can “pre-order” the rest of the levels and support the project so we can go back and clean up parts of the free levels so everyone that play the game can get a consistent experience when the game is fully released.

Now, I know this seems like the perfect dream, but I understand that the project might not pick up steam like I hope it will. So I have a backup plan to create the entire game on no budget and release it for free, allowing me to hopefully build a following behind future projects.

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