Archive for the ‘Controls’ Category

Hey everyone! I’ve been working through some major game changes lately, and I finally have a few weapons working.  I’m SO glad I revamped the combat… even at this unpolished stage, it feels so much smoother. The melee combat was very clunky before, but the “Baller Swag Sword” (heh) is my favorite weapon now.  It […]


Hey! Well, I finally got the new movement system working… sort of.  The procedural animation is disabled until I convert it, and there are a few other things that don’t work yet.  But you can move around and dodge! I also added all weapons.  It’s hard to see, but she has an assault rifle, laser […]


Hey all! First off, here’s a video showing a glitch I created while doing all this 😛 That’s fixed now, haha. Anyways, beforehand, I had a Mass Effect-style movement scheme, with the camera staying behind the character’s shoulder most of the time.  This was cool, but had some disadvantages: Not a cover-based game like Mass […]


Hey everyone! Here’s a new level.  It’s got terrain sections separated by indoor base sections.  I’ve been using it for everything lately. Here are some changes I made today.  I’ll probably work on the game later tonight but I have some stuff to do first.  Anyways, this is what I did this morning and afternoon: […]


Hey everyone! I’ve been really busy lately with work and studying for career exams, but I’ve also been working on a few areas of the game.  I started on an update video, but that always takes me a long time, so I’ll just write about stuff for now and make a video when I have […]


Game Update

07Nov13

Hey all! I’ve been continuing to make improvements to the Action Menu (added animation, player attributes, and started on skill points), but for now, let’s talk about what I need to do in order to complete the playable alpha demo.  After this picture, because… pretty lights.  They shimmer and flash too!  😀 Everything intended for […]


Some recent improvements Martial arts attacks now have damage, impulse, and FX trails. Damage is calculated based on strength and dexterity. Simple attacks are weighted more on strength, and complex ones (360 roundhouse) are based on both equally. More “impact” to Yetible attacks If you click quickly, the character will remember to fire at least […]