Wednesday, November 30, 2016

Update Soon

Sorry I haven't made any updates to the post but things have been pretty busy! However its been over a week since my last post so I need to make one! I promise that I'll have the new update out fairly soon. I tried implementing a lot of new features into the games and a lot of new problems / bugs are coming along for the ride, so I hope you can all wait a little longer for the next update!

Thanks
-Blake Gillman

Sunday, November 20, 2016

48 Hour Challenge Failed!

The 48 hour challenge isn't over but I'm calling it. I started too late, and didn't have a clear picture of what I was trying to make. So the result wasn't what I wanted.


As always this 48 hour challenge forced me into areas of programming beyond my normal zone and so I learned new things (Such as more advanced AI Pathfinding, interactive rigidbodies, and new instantiation methods (Spawning stuff in). And of course like I had said in earlier posts, the majority of this game was designing the scene so that took a lot longer than I would have liked.

Hope you guys enjoy it, but I won't be finishing it.

DOWNLOAD THE GAME

It's a .rar so you need WinRAR to open it

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, November 19, 2016

48car_3

More sections of city done.




That last image not yet quite complete. But I will say this much: 10% of this game is programming, 90% of it is scene development. Meaning that a good majority of the time I have spent on this gaming has been creating the city, roads, etc. Rather than doing any actual gameplay development.

Thats all - I knows it short but I fit in what I can without giving too much away

48car_2

The second update of my 48 hour challenge to make a driving / car game!

I have been working a lot on the traffic system and I made sure to create traffic around the background areas (The areas you cant go, but will be able to see). These vehicles are using the Unity NavMesh system that makes pathfinding really easy.


As you can see there are a lot of buildings, lots of cars, so I have NO idea how well this game will run on non high-end PC's!

That's all for this update, this new "AI" system for the cars is just helping add detail to the game.

Thanks - etc

48Car_1

What a creative project title to give this game. 48car. (48 hour challenge based around cars / driving).

Anyway. I am sorry for the late update but I only started development of the 48 hour challenge 4 hours ago and it's already 3/4 of this is over (Almost half my time is up). So I have had to work non-stop and quickly for what feels like forever. But the work still isn't stopping, I have to push on!

Here are a few screenshots from the game so far:


That is one of the highway..


Another one of the highway but this time its cars going to their doom into a weird glowing tunnel thing


That one is just a random shot from a building.


As you can see the game is not super complicated. I knew I needed a lot of custom models but wouldn't have much time to do it. So I decided to go with a very simple art style and that is low-poly and single-color textures.

There really isn't any gameplay planned out right now, you can drive around and bump into cars and such but right now it's looking like the game is just going to be a "Drive around randomly" sort of deal.

Thanks for reading, etc. - Gotta go!

48 Hour Challenge #2

I am hereby announcing my second attempt at a 48 hour challenge. It's a little late to get started so I need to really get cracking. It's about driving, and that's all I have planned so far, wish me luck!

Wednesday, November 16, 2016

"I lost it all" Gamejolt Update (Not patch)


"I lost it all" was a 48 hour game challenge that I did a few weeks ago. It was my first time doing a horror game, and so I was pretty excited! The result ended up being over 30 views, 5 plays, and a few YouTubers recording it.

I checked the Gamejolt page today, and these are the results:

VIEWS: 650+
DOWNLOADS: 140
RATING: 4.1 AVG

And a whole mess load of new YouTubers have recorded it!

Wow.

Simply said Wow.

I was so excited my game was getting the 5 plays it did, and when it hit 10 I was overwhelmed. But it now has 140 plays and nearly 700 views! I am so excited I just couldn't contain it all and had to write a blog post on it! Seriously, for my first time releasing one of my games to the public for it to get THIS much attention was never expected. I want to thank you all so much, you guys really made my day!

This is overwhelming, thank you all so much. I never expected it! It makes me all the more excited for future projects and (maybe) future small-games to put on Gamejolt!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Tuesday, November 15, 2016

FM_46 "Flashy flash"

Before I begin on the real stuff of this post, I want you to look at this picture:


I somehow managed to gather enough speed with that vehicle to jump a bridge that has no ramp going upwards. Don't ask me how I did it, I have no idea.

Now to the real stuff. First off I think we can all agree that the guns flash is super annoying. It blocks up most of the screen and so once the first shot has been shot you just have to hope they're still standing in that same spot when you shoot more.

But not anymore! My shooting system I've designed similar to that of one of my original games (Sub Rosa) and inspired by that I designed the new flash for the gun:


Whenever you shoot this nice diamond appears at the end of your gun. This diamond is slightly transparent, and changes size every time you fire. (Not by much, but just for effect). Here's a GIF of the gun firing:


It's a short repeating GIF, but it does the job. It shows accuracy, and the flash. As you can clearly see though there really isn't much recoil (Working on it).

I also fixed a VERY important bug. This bug basically when you got in and then out of a vehicle, your bullets (rather than go out of your gun) went toward your cursor. This meant that if you had your cursor out and you were to aim at the right (Even if you weren't looking right) Your bullets would go right. Clearly this is a very bad bug. But it's finally been fixed and all is well!

Tomorrow's update will focus more on vehicles than anything else.

I would also like to update you all on the progress of the new map. Obviously game has a stunning resemblance to Unturned. And me being as awful as I am at designing maps, I figured why not take a lesson from Unturned. So I have a couple of friends (Who are Unturned map designers) designing maps in Unturned so I can implement similar things into my game.

In short, I have some friends making maps in Unturned that I will base my games maps off of.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Monday, November 14, 2016

FM_45 "Animations"

NOTICE:
The GIF's (Moving screenshots) in this update are somewhat larger (Some up to 200 frames) so if they do not load, please be patient.
---------------------------------------------------------------
I label this update "Aniamtions" because it mostly revolves around me having to create animations for new features of the game.

First of all, I made leaning MUCH faster so it's a little less risky to do so:



Then I made so sprinting actually makes you put your gun to your chest.



I also made so there are footstep sounds so your not so alone walking everywhere. I also made so you can't shoot while sprinting.

(Note: In the trailer it shows a beta version of this - Basically whenever you right clicked your gun weirdly went to the side (Some people thought it was the sprint animation but it was just I hadnt made so you could aim yet)).

And that brings us to your next point, AIMING!



Finally the player can aim down his sights. Granted it's not perfect right now, but it's a start. Since all actions are handled by animations it's taken forever to get it this close, but eventually it'll look nicer!

This was a really big update, and I hope you guys loved it! I AM working on a new map, but it's not ready to even have the player in it yet so I'm still using the old map for testing. I hope to revolve my next updates around vehicles.

I want to start making new kinds of vehicles, make so players can be shot out of vehicles, make so passengers can ride in vehicles, and make so passengers can shoot out of vehicles. (Oh and make so the vehicle can get blown up / damaged).

Right now as it stands the vehicle is like a immortal fortress that once the player is in they can get anywhere on the map fast and can't get shot out of it.

Thanks for reading, feel free to leave a comment, and I hope to see you in the next one! Stay awesome :)

Sunday, November 13, 2016

A Look at the Editor & FM_44

Since I don't have really screenshots to throw at you revolving around the game itself, I figure I would make a post about the editor itself.

I've tried to design it to be as easy-to-use for myself as possible.

First of all, all spawns emit a nice beacon in the air with the appropriate color to the team so I know where the spawns are and who they belong to:


As you can see the map cuts off very abruptly at the seams. Using things like fences and destructibles I make it seem less obvious, but in future maps to-be released I will make the transition between playable and non-playable areas more seamless:



There are also smaller details in the map that have made working in the editor and map design much easier, such as adding lots of "Underneath / foundation" to all buildings. So that way they fit comfortably over hills:





The water is all under the map and just shows when the terrain is low enough to the ground. I use these "discs" of water for the river because if I had one giant disc across the whole map it would stick out at the edges, and since this isn't an island that wouldn't work out too well!



I've also designed a gun managing system that is very comfortable to use with the system I've designed. Each weapon the player has holds its own script that stores things like ammunition, magazine count, damage, etc. So customizing weapons is extremely easy for me and can be done straight from the editor without having to do any more programming:



As you all know in order to make things much easier on myself I made so the players texture is controlled by a PlayerSheet that can be easily customized to create different outfits / costumes for the player. Now different teams should obviously have different uniforms, and so on my script that manages what team your on it also manages what texture your player should use, and for each map I can easily switch that out so each map has their own costume:


I only blur out the names of these scripts because I don't know what information is useful to hackers and what isn't.

Very soon I'll be implementing new Anti-Cheat systems as to avoid people being able to use something as simple as Cheat Engine to hack the game.

Thanks for reading, feel free to leave a comment, etc.

Thursday, November 10, 2016

Clarification

Future Men has not been cancelled. I have not given up on Future Men for a single moment. The development of the Horror Game is purely a separate project, but it does not cancel out Future Men. Both games are being developed. Future Men is currently being developed actively. And the Horror Game is in the planning stage.

Hope that clears up any confusion!

The Horror Game

I have found a Voice Actor for the horror game! He has worked with several YouTubers with 200,000+ subscribers on animated videos and now it appears he'll be playing the main character in this new horror game!

Development of the "Mechanics" behind the game will begin. This is things like the inventory system, lantern system, UI, etc. I really hope you're all as excited as I am!

The story is also currently being written and I plan for it to be vague like Amnesia, Meaning that a lot of figuring out the story will have to be done by the community rather than the story just being straight-out said.

As you all know from the previous horror game, that it will be Amnesia inspired. This means that the gameplay, and some methods will be taken out of the Amnesia book. But don't get confused, this will be a game all our own in the end.

I also plan for uninterrupted gameplay, so I'll be keeping interfaces to a minimum. This meaning that if you enter your inventory the game won't be paused and very little of the screen will be taken up. I am going to try and immerse the player in the game as much as possible which means if the player isn't looking at their stats or inventory or something along those lines then they shouldn't see any Interface on their screen whatsoever.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

P.S
The new map on Future Men is coming along good, and will soon be ready for screenshots!

Monday, November 7, 2016

Continuing "I lost it all"

Maybe under another name, maybe not but I'm here to finally announce that I will be making a full game version of "I lost it all". I already have a voice actor, story writer, and with new concepts in mind I am ready to go! All I need now is a Modeler / Texture-creator.

The reason I have decided to continue this game is because though this was my first game it was received very well by the community (and by my friends) as honestly scaring them with the atmosphere of the game, the fear of the monster, and other plays.

This does not mean I am giving up Future Men. My development of it has not stopped (I just haven't been reporting it) but I am actually in the process of designing a brand new map (Each time I design a new one, it's slightly better than the last so we'll see)

I hope you guys are as excited as I am for this new project, and I assure you that I haven't forgotten the last!

Thanks for reading, feel free to leave a comment,  and I'll see you in the next one! Stay awesome :)

Friday, November 4, 2016

We're a hit!

The Gamejolt horror game has already reached further than what I had expected! Here's the stats:

VIEWS 30+
DOWNLOADS / PLAYS 5
AVERAGE RATING 5 STARS

These stats only a day after releasing the game on Gamejolt are quite exciting! And what makes it all the more exciting is a YouTuber with over 2,000 subscribers did a non-voiced playthrough of the game! Granted he passed a lot of spots that I'd hope he'd explore, and he even restarted his game because I didn't make it obvious how to reload your lantern, but exciting none-the-less!

Here's his video:

Here's the Gamejolt link:

I hope you're all as excited as I am!
Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Thursday, November 3, 2016

"I lost it all" on Gamejolt!

I released my 48 hour horror-game challenge on Gamejolt in an attempt to get some publicity! (Is it working? :3).

I hope you all enjoy the game a ton, I had lots of fun making it, and had about 7 hours of sleep total when doing so. The game is about 10 minutes long in gameplay and I had to rush the ending due to time limits, but I think overall with its amnesia-inspired gameplay and its well-designed levels that it was a success!



I hope you all like it, and hopefully rate it on Gamejolt! :)

http://gamejolt.com/games/i-lost-it-all/204687

Direct link







Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Wednesday, November 2, 2016

Sorry for the delay

I promise I haven't worked on the 48 hour challenge game more (Because that would be cheating) But I haven't had time to upload it to the blog for one reason. I need to put credits for all the sound effects I used in it, so I can't release it until I add credits. I promise that's all I'll be doing, but I just gotta have time to do it!

EDIT:
I promise to try like hell to get it released tomorrow