Survival Strike pre-alpha 0.49 update
by Jules · 01/17/2014 (7:11 am) · 5 comments
Thought it was about time I did a blog update here.... there has been lots of new updates in the community, which is great - keep it going :)
Survival Strike v0.49 pre alpha is looking pretty good, well at least until I started playing around with dedicated servers. Some things that worked single player, decided not to work on dedicated server, so I had to fix those minor issues before I was happy enough to do a release. I must test this more frequently!
In terms of core functionality, bar replacing any of the artwork its pretty much there to start playing online and shaping the game further. Single and Multi-player require an internet connection for recording everything. This covers;
Player Creation (up to 5 player profiles)
Credits (for in game currency)
Levels and XP for kills
Food and Water Levels
Save game for single and multi-player
Shop for purchasing Weapons, Ammo, Defences, Abilities, Supplies and Vehicles
Inventory System (items currently carried) and Cargo Hold Storage for equipping items.
Ammo Levels
Number of uses before expire
Number of kills
Next release 0.50 will have the following features;
Food and Water depletion (not quite working in 0.49)
Supplies (food, water) pickups to replenish players food and water supply.
Training Ground (items to blow up for target practice) - Single player only.
Blood decals working in Multiplayer (they only work single player)
Blood decal types (red for zombie, green for alien)
Glowsticks - not working as they should
Zombie transforms - seem to float above ground level when killed
Default no weapon animations for soldier - needs fixing as they are not great (head and arm movement).
Anyway, here's a quick video; (you might want to go HD)
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Survival Strike v0.49 pre alpha is looking pretty good, well at least until I started playing around with dedicated servers. Some things that worked single player, decided not to work on dedicated server, so I had to fix those minor issues before I was happy enough to do a release. I must test this more frequently!
In terms of core functionality, bar replacing any of the artwork its pretty much there to start playing online and shaping the game further. Single and Multi-player require an internet connection for recording everything. This covers;
Player Creation (up to 5 player profiles)
Credits (for in game currency)
Levels and XP for kills
Food and Water Levels
Save game for single and multi-player
Shop for purchasing Weapons, Ammo, Defences, Abilities, Supplies and Vehicles
Inventory System (items currently carried) and Cargo Hold Storage for equipping items.
Ammo Levels
Number of uses before expire
Number of kills
Next release 0.50 will have the following features;
Food and Water depletion (not quite working in 0.49)
Supplies (food, water) pickups to replenish players food and water supply.
Training Ground (items to blow up for target practice) - Single player only.
Blood decals working in Multiplayer (they only work single player)
Blood decal types (red for zombie, green for alien)
Glowsticks - not working as they should
Zombie transforms - seem to float above ground level when killed
Default no weapon animations for soldier - needs fixing as they are not great (head and arm movement).
Anyway, here's a quick video; (you might want to go HD)
Facebook Page
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#2
I see you are using the Torque turrets in your game, so am I!
IMO I would make the scoring messages bigger
I noticed that when a zombie dies the death moan seems to have the same volume whether the zombie is close up or far away.
When I release a build I usually try and get an online game going soon afterwards, it's the best way to test even if it only a few people(which is all I can get).
Do you use anything to track what you are working on? I recommend Trello for small projects. You can use lists to show what's in a build and what's upcoming.
01/17/2014 (2:36 pm)
Looks good. How is multiplayer going to work? PvP?I see you are using the Torque turrets in your game, so am I!
IMO I would make the scoring messages bigger
I noticed that when a zombie dies the death moan seems to have the same volume whether the zombie is close up or far away.
When I release a build I usually try and get an online game going soon afterwards, it's the best way to test even if it only a few people(which is all I can get).
Do you use anything to track what you are working on? I recommend Trello for small projects. You can use lists to show what's in a build and what's upcoming.
#3
@kcpdad - thanks.. as many players as I can get on the dedicated servers :) - as streaming is not an option right now, my game will be stitched together, so venturing into another city will connect you to another server. The Main Map is quite big as it is for player battles. The plan is to replace the stock characters and maybe weapons with my own (or keep them as an extra race - not decided), but the plan is to have a human or alien character creation system for both player and home world.
What takes the most time is making sure that I have at least several levels of detail in the game for buildings, even down to objects that are visible from a distance, and removing the object when they are way out of sight. As a game with lots of players needs this in a big way else frame rates drop and you get lots of lag.
I'll check out those links. Thanks.
01/18/2014 (5:49 am)
@Steve - thanks.@kcpdad - thanks.. as many players as I can get on the dedicated servers :) - as streaming is not an option right now, my game will be stitched together, so venturing into another city will connect you to another server. The Main Map is quite big as it is for player battles. The plan is to replace the stock characters and maybe weapons with my own (or keep them as an extra race - not decided), but the plan is to have a human or alien character creation system for both player and home world.
What takes the most time is making sure that I have at least several levels of detail in the game for buildings, even down to objects that are visible from a distance, and removing the object when they are way out of sight. As a game with lots of players needs this in a big way else frame rates drop and you get lots of lag.
I'll check out those links. Thanks.
#4
01/18/2014 (5:53 am)
@kcpdad - forgot to mention, I'm mainly concentrating on GUIs / functionality for keeping a record of what resources have been used in the game, and gameplay at the moment, but sounds and music are on my list towards the end of pre-alpha.
#5
01/18/2014 (6:08 am)
Looking good, congrats! 
Associate Steve Acaster
[YorkshireRifles.com]