Sunday, November 30, 2014

Update - 30th Nov 2014

I gave the blunderbuss model a texture, and a nice shader to go with it. matches the concept pretty well:
 

 


Sunday, November 23, 2014

Update - 23rd Nov 2014

New round of changes from the past week:
 
-Damage screen flash no longer displays for everyone when someone dies
 
-Tweaks to movement so things run smoother
 
-Explosion knockback is correctly calculated now, so cannon jumping works as it should (but it's still hard to get right)
 
-Burg visual updates, close to being done now
 
-Added Magic Wand
Primary fire: Fast moving bolt that does high damage, but the low rate of fire makes landing shots important. Very small amount of splash damage.
Secondary fire: Reflective parry spell. use it to bounce incoming projectiles back at enemies. probably needs a faster rate of fire, but can be handy.
 
-Added Tesla Cannon
Primary fire: arc of lightning that extends 22 units forward of you that does high dps. short range makes close combat essential.
Secondary fire: charge a single high damage bolt with a long recovery time. not very useful right now, needs tweaking for usability.
 
-Added Garden map.
a mix of open spaces and close combat areas set in a nice green garden. Dragoon sniper comes in more handy here than Burg. so far testing suggests the layout is pretty good. small tweaks will probably be made but I'm happy for now.
 
Screenshots of the new features in action:

 
wand and tesla cannon:
 
 
 
 
 
 
 
 
 
garden map:
 
 
 
 
 
 
next up, revisions to lodge map (hopefully I can make it fun this time), finishing up the visuals for burg and maybe even some proper character models!

Sunday, November 16, 2014

Update - 17th Nov 2014

Big update this time.
 
- Redid movement completely. Uses Rigidbody based movement controller. no more bouncing off other networked players, no nasty charactercontroller motion issues, and access to all the low level control I could ever want. Now I can add and subtract movement vectors as I wish, meaning cannon jumping + knockback now works as it should.
 
- Melee weapons have lunge attacks now! when an enemy is under the crosshair, attacking boosts yu towards them.usefulness is somewhat questionable at this point, seems to work when it's least helpful, so we'll see if this stays.
 
- Melee weapons now have knockback, with the Morgenstern alt having pretty considerable force. Handy for pushing foes to their doom.
 
- Melee weapon hitboxes are now properly sized, and timed to fit the animations properly.
 
- Damage screenflashes are now set up properly using Gui.drawtexture, so there are no more mysterious floating red squares. sadly there's a weird issue with all players getting red screens when people die, but I'm fairly sure I know how to fix that.
 
and the best till last:
- START SERVER SCREEN NOW HAS A BACK BUTTON. you don't have to quit the game if you press the wrong button anymore!

Sunday, November 9, 2014

Update - 10th Nov 2014

- fixed weapon drops properly and for real now. needed an extra RPC to sync the ammo of the dropped weapon across clients.
 
- basilisk has an alt fire flamethrower now. very effective at close range, damage falls off quickly though. works via multiple overlapping spheres in front of the player doing decreasing amounts of damage. currently doesn't raycast check for walls though, so you could hurt someone through a thin wall. on the to-do list to fix.
 
- fixed cannon alt fire, fuse is also now 2 seconds instead of 3. has it's own kill message too now for extra bragging rights.
 
- team skins are still hit and miss. will look into.
 
here are a couple of screenshots:
 
 
 

there's a funky freeze screen glitch that happens sometimes when you die. I think I know how to fix it though.

Saturday, November 8, 2014

Thursday, November 6, 2014

Update - 7th Nov 2014

-fixed issue where spectator cams wouldn't get switched off after exiting spectating, causing the scene to be rendered multiple times and performance to take a massive hit. everything is smooth now!

-mouse sensitivity adjustments

-pickups now behave better, but don't give you the correct amount of ammo (always resets you to 0 ammo) and you still cant dual wield flintlocks

Monday, September 1, 2014

Devblog Start!

I finally decided to make a devbog for my silly project.
I'll update this as more interesting stuff gets added to the game
in the meantime, here's a pic of what I did most recently: the blunderbuss 3D model. it still needs a texture but the model is done!

 
 
regarding the game itself, im still struggling with framerate issues. still not clear on whats causing it. probably going to recode the pickups system since that's buggy, and might be the cause? maybe.