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Development Video #16

March 5th, 2012 by Christian Knudsen

Clicky, clicky:

Watch it in HD!

New stuff in this video:

  • Wall decorations
  • Some more art assets
  • Light sources can now be added/edited in the map editor
  • Light sources can also be “baked” into the map to avoid having to calculate shadow casting for static light sources
  • Added the Remote Trigger
  • Integrated some more of the scripting language so that light sources and elevators can be toggled off/on
  • Added a briefcase with money to your inventory showing how much cash you’ve got

Work continues on the female character sprites for getting shot and killed, and I’m almost done with the doubling of male character aiming and shooting sprites. I also just today managed to improve the lighting engine to allow for more smooth lighting (partially inspired by the great work done by the Project Zomboid guys), but that’s still work-in-progress, which is why I’m not showing it in this video. I’ll put some screenshots up when it’s worth showing.

And then there’s the big elephant in the room: AI. It’s quite a daunting task, since so much of the game will be about manipulating NPCs, and I’ve only briefly jotted down some ideas. I recently finished Batman: Arkham Asylum (can’t wait to get my hands on Arkham City!), and the reactions of the NPCs in that game is somewhat of an inspiration – especially how the thugs would freak out the more of them you picked off. But I’ll probably write a separate blog post on AI at some point, so I won’t go more into that now.

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