Hello, again. In the time between the release of the first demo and now,
I've been fixing bugs and adding features. I think I've eliminated all
of the holes in the geometry that were present in different maps, which
is good, though I won't know for sure until someone nudges around
somewhere that I haven't thought to try yet.
Monday, May 14, 2012
Saturday, May 5, 2012
Soldier Of Windows Demo!
Hey. So, I've finally gotten around to making a demo of the current
progress made on Soldier Of. It's pretty crude - there's not that much
to see right now, but hopefully if there are any bugs or issues, they
can be resolved.
Wednesday, April 25, 2012
Soldier Of Progress - 4-25-12 - Progress Video Update!
Hey. So, I've been making a lot of progress lately into Soldier Of, adding a lot of features and maps, as well as fixing bugs. One major thing that I added was switches. There are currently two types - buttons, and gears.
Monday, April 16, 2012
Soldier Of - 4-16-12 Progress
So, I was going to post just a couple of pictures, but I seem to be making somewhat rapid progress, so I decided to just write a news article about how things are going so far.
Labels:
Game Development,
Soldier Of
Sunday, April 8, 2012
Soldier Of - Grenades Implemented!
I'm surprised at how much I did today. I sat
down and wanted to work on this, and forced myself to work more on it
than I wanted, spending a few hours, and I managed to do quite a bit.
It's kind of a small update, but I managed to implement grenades into Soldier Of. Right now, they have a timer (based on the amount of time it takes for the sprite animation to elapse) and explode. Whatever's near the explosion with an 'hp' variable gets damaged severely.

The next thing I need to work on is level design, which shouldn't be too much more difficult than what I've got already. One thing that I'm not too fond of is the black outer border around each map. it's not too distracting, but I could also put things there, like buildings. I might have to try that, though so far each building's somewhat interact-able (except for the glass building in the town square).

This shows the inside of a battle-scarred building (very much a WIP, particularly the massive grey area along the wall).

Well, that's it for this minor update. Follow me on my YouTube channel or my Twitter page, if you so desire. Thanks very much for watching and reading. Have fun!
~SolarLune
It's kind of a small update, but I managed to implement grenades into Soldier Of. Right now, they have a timer (based on the amount of time it takes for the sprite animation to elapse) and explode. Whatever's near the explosion with an 'hp' variable gets damaged severely.

The next thing I need to work on is level design, which shouldn't be too much more difficult than what I've got already. One thing that I'm not too fond of is the black outer border around each map. it's not too distracting, but I could also put things there, like buildings. I might have to try that, though so far each building's somewhat interact-able (except for the glass building in the town square).

This shows the inside of a battle-scarred building (very much a WIP, particularly the massive grey area along the wall).

Well, that's it for this minor update. Follow me on my YouTube channel or my Twitter page, if you so desire. Thanks very much for watching and reading. Have fun!
~SolarLune
Labels:
Game Development,
Soldier Of
Saturday, March 31, 2012
GridSpace Open-Sourced
Hello.
As you probably know, my first 'public' game project,
GridSpace, was something that I
wanted to make and complete. However, I'm not planning on doing much
with it (as I've already got too much on my plate game development
wise), so, I've decided to open-source this project, letting whoever
wants to, to step up and check out the source .blend file. Feel free to
see you would like to do with it. I might stop by once in awhile to work
on the project,
depending on what direction people go with it. :)
As you probably know, my first 'public' game project,
GridSpace, was something that I
wanted to make and complete. However, I'm not planning on doing much
with it (as I've already got too much on my plate game development
wise), so, I've decided to open-source this project, letting whoever
wants to, to step up and check out the source .blend file. Feel free to
see you would like to do with it. I might stop by once in awhile to work
on the project,
depending on what direction people go with it. :)Friday, March 30, 2012
Sparky EARLY Pre-Alpha Demo
Hey. So I finally got around to making a demo for Sparky, my Blender Game Engine project. Note that this is a very, very, VERY early Alpha demo for Windows. There's just a little, tiny bit of the gameplay there, but I want to get some feedback to see what people think. Download link after the break.
Labels:
Game Development,
Game Downloads,
Sparky
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