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Gaming and Coding has always been my passion.

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man.png.b429f2108ffdc8fa3907cab084fbb903.pngSteps to perform an electrocution:

  1. Obtain the city-breaker box key* can be found in the random crates scattered throughout the city.
  2. Train the 'Use City-Breaker Box' skill from the upgrade system [U].
  3. Blow up some water mains so you have a good water current flowing through the city.
  4. Knock down some Utility poles that are connect to power lines.
  5. Return to the City Breaker box and turn on the power.
  6. Watch your enemies dissolve into ashy dust!

Electrocution goes both ways ! Stepping on a live power line or a water puddle that's interacting with
a live power line will cause damage to you just as it does your enemies.

To rectify this, you can purchase rubber boots from the city trader or the surplus store ( prior to map selection ). Using the rubber boots will prevent you from being electrocuted.

Find out more about this game at www.alienhead.dev


Mechs gone wild

Alienhead_Dev Blog

I finished some major parts to my game this week, thought I go over a few points. Created an entirely new vegetation system using gird pivots, AABB's and vicinity sensors. As you will see in the video it is very fast, it uses NO physics and the shadowing is done in one pass.

Also on display in the video is my new Mech-bot character controller. It pretty much can and does react with everything on the map at one point or another. I don't have water on this map but he also can handle water in a very natural way.

Also finished is my external scripting system, more or less a mod system but takes instructions via a soft-check interrupter which I was lucky enough to make work with Lua code. Scripting stuff like npc's, paths, conversations etc.. is a snap now that this is in place.

I'm going to spend the next few weeks scripting quests, and ground missions for the game. This is all part of fTYPE from the earlier videos, it's just the ground portion of the game.

More later !

Work on ground assault mode continues!

I'm still alive !

continue

Introducing Mech-Mode:

Mech Mode

Aside from ship combat, which was displayed in last weeks video - fTYPE Defender gains a new play-mode, Mech.

As you play the normal stages in aerial combat there will come times your flight path takes you over the top of a MECH. When this happens you have arrived at an 'Assignment Area'.

Assignment Area's are special maps which require you to control a MECH to complete. The assignment will be one of many different scenarios. Anywhere from tower defense stages to covert operations to helping a town of citizens restore a bridge etc.. As time goes on more and more content will be added to the Assignment Modes.

Completing an Assignment Mode will grant you a wealth of rewards, from upgrades to shop tokens to unlocking hidden maps and challenge stages.

I've really only just begun with MECH content but as more and more maps/regions and stages are being developed - more and more MECH content will be created to fit those areas.

Stay Tuned! More next week !

Short update today, but one that took all day to complete. The light system from shadow to reflection has been re-worked from ground up.

The new system is less demanding on the GPU and it yields far superior looks over the old system.

All in all I'm very pleased with the system and finally look forward to getting back to game code and less engine code. :)

newLighting1

newLighting2

AI and Shaders

Alienhead_Dev Blog


A huge update completed today.
I have added win/lose conditions as well as AI companion KIM. I'll get into those shortly,
but first I wanted to go over the new and improved shader work.

With the current build there has been approximately 9 new post and geometry shaders added.
Covering weather effects to player death screen and everything in between. I've really only started
my journey into Shader-land as I was always a bit put off by learning how to create them.
These new shaders are hardly groundbreaking or highly advanced but they are filling a void
where I needed an effect on screen.

Thanks to havenphillip ( at UltraEngine ) for creating a very in-depth blog on shader creation
- I was able to pull of these basic effects.

Back to the game, -

AI Kim - A simple AIbot that does 'not so simple things' behind the scenes. Kim is a companion to
the player, she'll tell jokes during slow times, she'll alert you to situations ongoing, she'll hack the
source code and provide the player with a short time boost to skills such as speed, firing and even
extra lives!. Thus far she reacts to 12 different game events with more in the making. Stay tuned.

Win:Lose Scenarios:
A major part of the games win/lose scenarios has been completed and installed, I have created
more than 24 different scenarios that can be mixed and matched with each map to produce a win
scenario for that stage. As I get deeper into map making and the skill tree I'm certain more will follow.

Other than some polish to sound and tons of behind the scenes work, that's about it for
this update. I'm already well ahead on the next update, scheduled for next week.

Here's a short spoiler as to what is heading our way next:

-- Ship upgrades
-- Mech - ground combat.

fTYPE on IndieDB

Is becoming less and less top secret the closer I come to completing it. ;)
Space Invaders + Galaga + Defender + Phoenix = fTYPE!

Essscape - PC Game Software

Starting January 22, 2023 - January 31, 2023 Essscape! is FREE!
Building a better community requires sacrifice and commitment.

Abinarylife.itch.io

essscape

Abinarylife.itch.io

ablheader

Latest news:

Essscape - tosses you in the roll of a kingpin attempting to break his fellow henchmen out of prison so you may continue your life of crime.

Features:

  1. Smooth, fast OpenGL renderer.
  2. Increasingly challenging levels
  3. Built in tutorial mode
  4. Thought provoking gameplay
  5. Forfeit button! If you get stuck ( one per game )
  6. Power-ups, game extensions
  7. Obstacles, cameras, spiders, cops, traps, timers, switches and more!
  8. Installer/Uninstaller

This game was released last week, Version 1.03 is available.

Homepage - Developer

Gameplay Video

Store front

1


After a lot of planning, I decided to go forward with Tank mode. And I’m actually glad I did, it turned out that this mode is super fun to play. The run down: Tanks act like towers themselves, when they aren’t being manned they probe the playfield on their own looking for targets to strike at.

At any time you may approach a tank and take complete control over it, move it to where you want, fire it’s weapons even plow down enemy invaders. The ammo recharge is 30 seconds per bomb and each tank starts out with 4 bombs on board. Of course you can upgrade this ability to allow for more larger storage ( up to 6 bombs ) as well as upgrading the recharge timer so instead of waiting 30 seconds for a tank bomb to recharge you could actually lower that time period to 15 seconds ( depending if you upgrade the Tank skill tree that far. )

Anyways, a lot more to come from tank mode, I’ve really only just begun adding its’ cool features.

https//abinary.life