Showing posts with label Level Design. Show all posts
Showing posts with label Level Design. Show all posts

Monday, June 10, 2013

Another bug fix

Added another update to the build that fixed a few bugs and new implementation

  • fixed the bed/table walkthrough glitch
  • fixed a few typos that occurred to line spacing
  • implemented a new drunk system. How much can you drink before it is too much?
  • fixed the occurrence of hunger death scene getting caught in a loop
  • fixed the death scenes of the female not showing
  • added new sound effects for certain items

Wednesday, June 5, 2013

It's time to scrounge!

A full and working model of the game is now uploaded! Many changed have been implemented


  • Revised loot spawning system. No more nasty disappearing goodies!
  • Character choosing system and name customization is now implemented.
  • That snarky student ID is now appearing and the mysterious buildings can now be scoured.
  • The old man in the Welcome center now has some dialogue choices and hints for our survivors.
  • Many cinematics are currently running phenomonally.
  • Fully implemented Computer part list, now even more pieces to find!
  • and more!
                                     


Tuesday, May 28, 2013

It's play time!

At long last a playable beta demo is here! Try it, play it, love it, critique it.  




The demo includes most buildings and their corresponding floors, a functioning Tech center and its annoying employee, random generating and despawning loot, previews of things to come, and much more!

We can dance too!


Here is a working model of some of the things possible (although still very basic).

(note: the inventory system is not implemented yet)

Monday, May 27, 2013

We have a base!



The "overworld" of our campus has been created and is working smoothly.




Health bar and HUD coding has also had the bugs worked out and is working greatly!


They currently work on a variable of 0-3 and are time sensitive. The increments of either health loss or tick time can be customized to however our needs are.