A side-scrolling tactical 2D shooter that sets out to be challenging and to some extent realistic. The goal is to resolve situations where armed suspects and hostages are involved -- with as little bloodshed as possible. Inspiration is taken from the Police Quest and Rainbow Six series, while I add my own touch of blood and gore.
This is the first news for a long time. There are new things throughout so read on and watch the video with new features!
Posted by isbeorn on Jun 9th, 2012
It's the first news in a very long time as I haven't been able to put much time into the project. This is a hobby project so that's just the way it's going to be, but I hope to show that it's by no means dead. :)
Much of the time I've put into the project recently has been to get myself back to speed because I had actually forgot some of the workings of my engine. But with that done I have been able to add some new things! As usual I am posting a video along with this showing some of that stuff. I will break it down:
Each limb now has its own texture. Before left and right limbs shared the same texture, so damage to a left limb would appear on the right one as well. Now they can show independent damage and also look different without damage decals.
I have tweaked the body textures some. Most notably the "sub" textures - the flesh underneath the clothes. I have gone away from the skeleton look they had before to a more fleshy one. And as the headline hints at I have enabled blood drops to land in the ceiling. How fun!
There is now panning on the sound effects so that you can hear if things out of the screen area are happening to the left or to the right. Also the volume of the effects change if the source is far away. I'm not sure I managed to get the panning across properly in the video, but it works. :)
And finally for the audio, there is new original music made by merlincub. The music in the video are the first drafts, there will be more! The music changes into more chaotic when weapons are fired and when action is over it calms down again.
(I have come to call the characters in the game 'bodies' because they are not really doing very intelligent things yet, and anyhow they are just objects.) They now have hands! That will help them aim their weapons.
Again I've been tweaking blood particles and emitters. The bodies bleed less and slower than before, so they will not faint or die as quickly from injuries. The thought here is that the player should have the choice to do first aid on shot bodies to prevent them from dying. (Any character dying would lessen the mission score.)
The bodies can also drop their weapons when they are shot in the hands or arms, which in turn can make them surrender.
Since some situations in the game would be downright impossible to solve because of how the bullet tracing works (a continuous line from the muzzle) I have added another way to aim and fire the weapons. When holding CTRL the aiming and tracing will switch to a mode where you can shoot past objects that are in the way. See this in the video.
There are a couple of new animations. The bodies aim their weapons and reload them, and they can also grab body parts when they get hit. I have also added support in the animation system for triggering events from the animation. One thing I use this for now is for the suspects to drop their weapons when they are playing the surrender animation.
The AI is very simple so far but I am planning to put much effort into it. For this update the AI is better at picking targets and firing at them. It also knows when and how to reload the weapons.
Here is the video:
That's it for this time, please leave a comment!