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Development Video #9

2 Comments December 22nd, 2010 by Christian Knudsen

Here’s a new development video with the latest additions to the Hostile Takeover engine. This’ll most likely be the last blog post of 2010. See you all in 2011!


Watch it in HD!

  • Characters can now carry items (only weapons for now).
  • The player’s items in the left and right hand are displayed as icons in the top left and right corners of the screen, and the “active” item can be selected by clicking these icons. Right clicking with the mouse will use the currently selected item, so to fire a weapon, you will select it as your active item and right click on the character to shoot at.
  • Dynamic and colored lighting has been added, allowing for a whole bunch of nice lighting effects.

The searchlight effect in the video has made me think about sneaking in the game. My current idea is that enemy characters will have a harder time spotting you if you’re on a darker tile, so it’ll be a good idea to stay in the shadows when trying to sneak up on an unsuspecting victim or sniping a target from a distance.

The sneaking aspect of the game has also made me reconsider the turn-based combat I had originally planned for the game (and am using in Ascii Sector). Sneaking up on a target and trying to stay hidden in shadows will be a lot more interesting and intense if the entire game is real-time. So as I’m currently working on the gun and rifle shooting animations, I’ll first try to implement the combat in real-time and see how that works. If it’s not up to snuff, I can then always go turn-based, since the real-time combat won’t require much work as the engine is already real-time.


Development Video #8

0 Comments December 6th, 2010 by Christian Knudsen

I’ve decided to make less videos and instead make longer videos with more content and more new features in them. So here’s a video with the latest developments on Hostile Takeover:


Watch it in HD!

- Female clothing is done, so the female characters have been added to the game.
- I’ve added a “center map on player” function for when you’ve scrolled far away from your character (currently activated with a hotkey, as I haven’t begun work on the GUI yet).
- The game map can now be rotated in four directions, which I figure is going to be useful when walls and buildings get added to see obscured characters and plan your assassinations (again, currently activated with hotkeys).

Next up, I’ve started adding weapons. This is basically just making weapon sprites that fit into the existing walk and run animations so the characters will be carrying the weapons with them.
I also want to add colored lighting to the engine. It currently supports static light sources that are generated when the map is loaded, but I want light sources to be able to appear and disappear during play and have different colors. This’ll for example come in handy for when you blow something up that creates a fire. I’ll then be able to add an orange/yellow light source with a dynamic intensity at the middle of the fire that will light up the surroundings. Or I could have light sources that constantly change colors for use in a disco (maybe you have to kill some CEO sipping a few drinks there?).