Sunday 30 June 2013

Item Quota Reached

Over the weekend I was able to complete my goal of creating 50 new items. They are now ready to be implemented as soon as I have stats made up for them. I spent a lot of time making several bladed weapons, as well as some food and other unique weapons. For now I will give you a sample of 5 of the new items.

Canned Corn

Zedd Colt

Cross Bow

Bowie Knife

Katar

-Tgb

Thursday 27 June 2013

June 27th Progress [Stores Purchase Functionality Complete]

So I have been working hard all day and have finished off with some very promising results, as well as some screenshots to keep you up to date. As you know I wasn't able to complete the store feature in just one day's work, however it is now completely finished and looking pretty good if I do say so myself. A special feature I threw in was the purchase of multiple items at once, making it possible to purchase ammo in bulk. This feature also has a clickable bar to skip ahead and back as much as you want for the amount you are going to purchase.

Without further ado here are todays screenshots:





 
 
For this weekend I plan to complete a total of at least 50 items. Including weapons, foods, and resources. I am writing out a list tonight and will give myself from tomorrow until Sunday to complete all 50. If I finish before Sunday I will continue to finish up with some other things that need to be done with the game before it is ready for beta.
 
-Tgb
 
P.S. For any questions, or to sign up for Beta, please contact me at RenewalTheGame_Support@hotmail.com

Wednesday 26 June 2013

June 26th Progress

As planned today I was able to work on the actual store feature of the game (purchasing/selling) though you cannot completely buy or sell things yet, the GUI is almost complete and the information set up is also nearly complete. As promised I have a screenshot of todays progress, and will be continuing on with this feature tomorrow. I will be finishing it, then touching it up before moving on.

This screenshot displays a simple layout of the "gun store" which currently only has 2 weapons (Page 0[Will be 1]) for sale as well as one ammo type (Page 1[Will be 2]). The third tab underneath the main box will be used to present your money as well as the cost of the selected weapon.


Some other small glitches/bugs were also fixed today including but not limited to;
-Bright Background for some items
-Collisions within runtime generated scenes


On another note here is the newest trailer for Renewal, I noticed I forgot to post a link to the trailer on here. If you enjoy the trailer please feel free to comment on it and share it with your friends

 
 
-Tgb

Tuesday 25 June 2013

Exams Done

Now that exams are done I am putting more time into the production of renewal. Today there isn't much to say about new stuff that would be noticeable to any gamers however. Today I am/have been working on the store generation feature. I have completely implemented a fill feature and a quadrilateral feature to help generate the interior of new buildings. Still to finish is the Row and Column feature which I am working hard at now, should be able to finish it within an hour and move on.

Once the GUI for purchasing or selling to store NPC's I completed I will upload some screenshots for everyone to see. However this work may take a while since I still need to design it and make the graphics.

-Tgb

Saturday 15 June 2013

June 15th - Size Reduction

Today I was able to implement a whole new system for scenes to come. This includes potentially hundreds of stores and world beyond regions to visit and explore. Rather than using up large amounts of file size for every new region/building to be added I was able to create some code that will allow every region/store to use the same basic file.

In normal English this means that for every new location added to the game, the actual file size for Renewal will only increase by approximately 1 KB (give or take). However this does not include any graphics that need to be added for the particular locations. 

Besides that I was also able to create a few more decore items for the interior of stores, etc.

-Tgb

P.S There should be new screenshots up sometime this week if time permits it.

Tuesday 11 June 2013

June 10th Progress

      Today I was able to finish up some new indoor decorations/tilesets for the hospital scene. There are two floors, and a staircase up even higher that is blocked off. Not much else to be said for the time being, the nurse NPC is almost complete as well but has not been implemented yet. Next up: Other Stores!

Screenshots:

Saturday 1 June 2013

June 1st Progress

Today I was able to finish up on more of the GUI and midnight attack feature. The newly added GUI has a toggle feature, allowing you to render it invisible, therefore getting it off of your screen. I made some major modifications to the equation regarding size of the midnight attack, to ensure that the game doesn't get impossible to survive after so long.

Here are some sections of screenshots regarding the new features. The top banner (red) is the day number you are on (days survived). The second (green) banner represents the strength of the upcoming midnight attack. Lastly, the third (blue) banner represents the strength of your towns defences/survivors. The second screenshot is just displaying the toggle feature, when this section of the HUD is toggled off (via the small blue button).



I have done some calculating and discovered that in the course of 30 minutes (real time) a full day (in game) passes by. This gives you plenty of time to get your town going good and to focus on quests and collecting supplies during the early days of the game.
 
 
Possible Ideas:
-When a zombie is killed in the world beyond, strength of midnight attack is weakened
-Midnight attack will damage/lower town defences making it more vital to build up defences each day.
-(A) Option to give NPCs weapons to increase the towns defences (gives a use for outdated weapons)
   OR
-(B) Building to construct that allows storage of weapons for backup defence (if barricades are breached)
-When zombie count exceeds defences, town gets overrun.