So, here we are, another massive gap in time in updates and one comes from the depth like... Like... Okay, anecdotes aren't my strong suit. But, I wish to update everyone that cares to know what's going on.
Well, I had two major obstacles in way of development. One: I didn't have a Windows computer that would allow me to develop on the Gamemaker platform. Two: Gamemaker Studio 1.4 is nearing end of life and I don't have the option to upgrade to GM 2 financially.
I have (thankfully) remedied the lack of Windows computer... So now, about Gamemaker 2...
Currently, I only really have any experience in the GML code base, and it's one of the few I'm comfortable with and makes it easy for me to make games for everyone to enjoy.
So I can either give up on GML, throw away everything I have currently have and start from scratch with a new code base such as Java, or I need to come up with something else.
Currently, I want to finish the tutorial, and I am then willing to release another public build. But once that's don't, I'm considering starting a GoFundMe, or a Patreon to help fund on-going development.
If I can do this, this will allow me to move on from Gamemaker 1.4, purchase a pre-built net-code for the game, (which is a better idea than me trying to make one, trust me) possibly hire voice actors and actresses for the story mode.
Now, onto the state of things with the game:
Not much has changed since the last update minus a few thing here and there: Healing now takes place over a few seconds rather than happening instantly. This is better for one on one gun fights, as the looser can't instantly change the dynamic of a fight and places less of a reliance on one shot kill weapons such as the PTRS-41 or SPAS-12.
A player stats screen has been added, allowing the player to see thier K/D ratios, overall kills and deaths, as well as being able to change their name. (Profanity filter pending.)
And finally, a tutorial mode is development and shouldn't be much longer.
Lastly, I wish to talk about something currently very important to the game: AI. My current AI is... brain-dead. I have a new AI currently in the works inspired by CS:GO's AI's. That means that they will navigate maps via a "Nav-Mesh" which will tell the AI how to navigate the map to different objectives, where to camp or hide, and engage the player more dynamically.
However, the AI is possibly far off. But I will implement it as soon as I can as well as publish my code in a way that it could be implemented into any top-down 2(.5)D game for anyone that needs it.
I have more to say, but it's not currently relivent and this post is long enough. Thanks for reading everyone. I hope to bring you some good news soon.
This has been Raven Drakeaurd. Stay calm, stay cool. And I'll see you on the battle field.
PS: That's my YouTube outro, so I thought I'd use it here too.
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