Monday, April 2, 2012
Pixel Space update 3/4/12
I've been working on Pixel Space for the time being, because I'm trying to have equal progress between it and Apocalyptic. Pixel Space has had some good progress though.
- Added new Info Text for all existing items.
- Added the prototype of the Starbase the player will start at.
- Added the prototype Small Thruster, which handles ship speed.
- Added Generator and Power Distributor.
- Added Power Levels. (Required for objects)
- Fixed one problem where the blocks could dismantle themselves.
There is one problem I've been working on, and it's proving difficult. The ship sometimes "muddles up", where the blocks do not align properly during flight. The game is designed to fix that after flight, but sometimes it doesn't work and if it goes too far, the blocks jump into new positions due to the primitive grid that I am using.
Finally, more of a thought; I'm thinking after I finish Pixel Space I'll go onto Star Pixel, which will be the same game except edited into topdown veiw. This will allow AI, boarding, fellow crewmembers etc. Might even add some simple 3D.
- Added new Info Text for all existing items.
- Added the prototype of the Starbase the player will start at.
- Added the prototype Small Thruster, which handles ship speed.
- Added Generator and Power Distributor.
- Added Power Levels. (Required for objects)
- Fixed one problem where the blocks could dismantle themselves.
There is one problem I've been working on, and it's proving difficult. The ship sometimes "muddles up", where the blocks do not align properly during flight. The game is designed to fix that after flight, but sometimes it doesn't work and if it goes too far, the blocks jump into new positions due to the primitive grid that I am using.
Finally, more of a thought; I'm thinking after I finish Pixel Space I'll go onto Star Pixel, which will be the same game except edited into topdown veiw. This will allow AI, boarding, fellow crewmembers etc. Might even add some simple 3D.
Tuesday, March 20, 2012
We're still rolling...
Just to let people know, I'm still working on Apocalyptic. Lot's of progress has been completed, such as the SMG and Pistol, both fully coded, and also also the basic stages of the soldier AI.
Right now I'm working on the stats part of the game. These include Energy and Hunger, and the Running skill etc. I'm thinking about perhaps adding a proper Skill system in, where the player can purchase different abilties by spending experience points, rather than levels. Anyway. Time will tell.
Right now I'm working on the stats part of the game. These include Energy and Hunger, and the Running skill etc. I'm thinking about perhaps adding a proper Skill system in, where the player can purchase different abilties by spending experience points, rather than levels. Anyway. Time will tell.
Sunday, March 4, 2012
Pixel Space cancelled
Sorry anyone that liked the look of Pixel Space. It's been cancelled, or at least put on hold, due to lack of interest in the concept. I might revisit it someday... but it would probably be converted into top down, rather than platformer.
Tuesday, February 7, 2012
PWII - Pixel Space
Technical Byte Games is proud to announce Pixel Space! Pixel Space takes what was awesome about Minecraft, Terraria and Blockade Runner and combines it into one!
- Build a unique starship out of many types of blocks, hulls and unique objects!
- Awesome pixel art platformer awesomeness!
- A large sector with different asteroids, planets and other surprises to find!
- Alien lifeforms- will you blow the crap out of them, or become friends?
- Unique damage systems- watch as chunks get blown out of ships, crew members get vaporised and large death dealing holes become your nightmare.
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| A very early in development screenshot. Notice the missing face. |
The first public version of Pixel Space will simply be titled Ship Builder, which will have most of the game objects and a building system implemented, but with no costs or other gameplay elements. After that, Pixel Space will go into beta and we'll start adding the rest of the features!
Friday, January 27, 2012
Zombies - what's the story so far?
Well, zombies are proving a little less straight forward than I originally anticipated. They do work, however, at least at their current stage.
What they currentely do well:
- Wonder around independently, while they are not in battle.
- When they see the player, they increase their speed and run towards him.
- They use relatively accurate pathfinding, sometimes they get confused around crates though.
What they don't do well:
- When a zombie sees the player, every zombie will change their animation to attack, but only the in range ones will actually charge.
What still needs to be done:
- When they reach the player, to attack.
- Health and death management. Still working out ways to do animation for the buggers.
What they currentely do well:
- Wonder around independently, while they are not in battle.
- When they see the player, they increase their speed and run towards him.
- They use relatively accurate pathfinding, sometimes they get confused around crates though.
What they don't do well:
- When a zombie sees the player, every zombie will change their animation to attack, but only the in range ones will actually charge.
What still needs to be done:
- When they reach the player, to attack.
- Health and death management. Still working out ways to do animation for the buggers.
v0.14 alpha almost finished...
We're now going to post downloads in the Downloads section of the site, whenever we finish a new in-dev version. We're also going to be posting the change logs too, so you'll be able to see more clearly where we're at.
What we're currently working on:
- Zombie AI
- Firearms
- Advanced objects
- Importing new 3D models for walls etc
Once that's all in, we'll call it a day for v0.14.
What we're planning for v0.15:
- Health/Hunger system
- Melee weapons
- Perhaps some advanced atmospheric effects, got some ideas on those...
- Lot's of other things, but we'll see how we go when we get there...
What we're currently working on:
- Zombie AI
- Firearms
- Advanced objects
- Importing new 3D models for walls etc
Once that's all in, we'll call it a day for v0.14.
What we're planning for v0.15:
- Health/Hunger system
- Melee weapons
- Perhaps some advanced atmospheric effects, got some ideas on those...
- Lot's of other things, but we'll see how we go when we get there...
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