Monday, 2 April 2012

Keeping track of things

Its funny, you think there's an end in site, then you sit down and start writing a list of the things you need to do, and realise just how much more you have to go. While I expected this, sometimes it can feel a little daunting knowing just how much more you have to go. 


The worst part is the not knowing of whether or not your hours of effort are going to end up in the scrap heap. Its not uncommon for games to be created and disappear into the waste lands of the unknown and unappreciated. I might well be working on one of this games right now. I'm certainly hoping not, but there's always that chance its going to be hailed or hated.


Anyway, I will continue until this is done, but to summarise, here is the list I hope to have done within the next few weeks...


Crystal Field

  • Randomise the spawn location
  • Paint the terrain below the crystals as they grow

Harvester

  • Path generation to crystals/base
  • Docking mechanism
  • Harvesting particle effects

Air Controller

  • Change the stabilisation mechanic. Maintain attitude rather than constantly trying to stabilise to flat and level
  • Rework the jet controller aspect

Turret Controller

  • Implement the missile based vehicles
  • Detach projectile trails on destroy

Bomber Controller

  • Implement new bombing run mechanic (glide paths, targeting)

Player Controller

  • Skill tree
  • Levelling
  • Face cam
  • Aiming
  • Grenades
  • Laser targeting (Artillery/Bomber strikes)

Drop Packs

  • Power/Health/Defence

Some of the more long term objectives...

  • Multi-player
  • Terrain (Props/Plant Life/Natives/Animals)

That's it for now... Actually, I better start generating some media too! 

JL

Thursday, 29 March 2012

Lets get this party started

Welcome, to the new development blog for FingerBait (www.fingerbait.com). 


Here I plan to keep you all updated with updates to the game title I've been working on for the last 9-12 months. I'm a little vague on when I started, but its been a WIP for quite some time. Being a solo developer means it can be slow going! Its really starting to take shape now, so Ive decided to kick off this blog so I can keep track of my progress and gather some interest in the project.


The basic idea for this game is to bring games like c&c into multiplayer experience for up to 20 people at a time. At this stage im aiming for two teams of 10, who will each control their own player in 3rd person mode. Depending on performance, this may be increased or decreased, but decision is still pending!

  • Base management will be automatic (you will have a Command Center, Refinery, Ground Vehicle Center, Air Vehicle Center).
  • Resources will be gathered automatically by harvesters. The wealth will be distributed evenly among players on the team. Keeping in mind, if your harvester gets destroyed, you will be missing out on some  very important funds! You will also generate wealth by completing objectives (killing/maiming/destroying).
  • With your acquired funds you will be able to buy a range of vehicles and upgrades, including tanks/jeeps/VTOL's/helicopters/jets/bombers/artillery
  • Level and customise your player. 30 Levels/30 skins/Skill tree

Videos and screenshots to follow later!


JL