Posts tagged "video game"

09.29.2011 - Weapons and HUD Elements

Today’s programming work was all internal, as it’s not quite finished yet.  Expect tomorrow’s update to be much more exciting, as the reorganization and cleaning of the code will allow me (once it’s finished) to add things very efficiently.

Features Added:

-HUD element support

-Weapon settings support (fire rate, shots fired, clip size, etc.)

-Secondary fire


10.02.11 - Weapons, Items, Health and Armor

All code today, but some pretty exciting stuff

Features added:

-Support for items with health, items that can be picked up and dropped

-Player health, armor, multiple weapons, item inventory

-Weapon changing and weapon change delay control

-Framework laid for damage system and healing system for game objects with health (including players)

-Warning debug message system for non-fatal unsafe operations


Yesterday I promised and today I deliver!  We’re going to have guns.  Lots of guns.

Features Added:

-On-demand reloading

-A new shotgun-like weapon

-Weapon switching (and the ability to have more than one weapon)

-Decals (bullet holes) remove themselves after a while

-Weapon impact control implemented (how many objects does a weapon’s shot go through before stopping)

-Weapon fire/auto-fire control implemented (click for each shot/hold down to shoot)


Features Added:

-Weapon dropping/picking up

-New machine-gun-like weapon (which implements the auto-fire feature)

-Camera kickback when firing weapons (view jerking)


Features Added:

-Decals (bullet holes) no longer appear on non-stationary objects

-Non-stationary objects are now propelled by impacts from weapon fire

-Player hit detection from weapon fire

-Other player with weapon that fires partially implemented (still buggy)

-Other player’s weapons and sounds are emitted from its location and take distance into account


Features Added:

-Weapons now deal damage to the player

-Damage done to the player will cause a notification to appear informing the player of the direction of the source of the damage

-Damage to the player now plays a sound


I’ve decided that the engine, as it is now, should suffice for my efforts at actually making a game.  Today, I’ve made a flat ground object with randomly-placed and randomly-sized buildings on it.  The ground also has randomly-placed water on it, for later functionality in the game.


I’ve decided to go in a completely different direction than before, and now my games will be in Flash (Actionscript 3.1).  The blue rectangle is being controlled by me.  The yellow one represents and enemy.  The gray area represents a barrier in the game, and handles collisions between itself and everything else that moves. The red square represents the collision box when I attack, and if you look closely you can see the yellow rectangular “enemy” get pushed away when my attacks hit it.