Sunday, August 12, 2012

Hand Painting Textures

Today I picked up my first drawing tablet, it's the Wacom Bamboo Create. I got it for $175 but if you should around you can get it for even less.

Using a drawing tablet is really weird at first but after an hour of playing around with it and tweaking the settings, I  think I've got it down. Here is my very first texture I created following this tutorial:


Not too shabby, if I do say so myself -- at least for a first time using a drawing tablet.

If you need the texture for any of your own projects, private or commercial, feel free to use it.

Saturday, August 11, 2012

New Dramatic Trailer

Created a new dramatic trailer for the game yesterday, now live on YouTube.

Monday, August 6, 2012

Big Weight off my Shoulders

Yesterday and today morning I finished the last big part of the game before final completion and testing: I finished the game controller scripts that controlled three of the five game modes. The Rain and Search and Rescue game modes required two game controller scripts. These control how the enemies are spawned as well as the humans in the Search and Rescue modes. The game controller scripts turn themselves on or off depending on what mode the player selects in the start menu scene.

So the final pieces are getting finished and the game is turning out very nicely. This afternoon I also implemented an incredible tool for collecting analytics for your game. The tool is called Lumos (http://www.uselumos.com/ )and allows you to get detailed information about your game or app users within minutes of setting it up. It works seamlessly with Unity, just import a .unityasset file and enter in your secret code. The best part is it is completely free. The analytics allows you to see the OS your players are using, their RAM, CPU, total players, new players, and so much more.





Saturday, August 4, 2012

Level Up!

This afternoon, I knocked out a new idea I got last night. Originally, the weapons were going to be purchased at any time durring the game, when ever the player had enough money to buy the gun and enough bullets. Now there is a simple leveling system. A lower level player is barred from purchasing higher level guns until they level up.

Leveling up is achieved simply by killing more zombies, the more you kill, the more levels you gain, and the more weapons are unlocked by the weapons dealer. When you level up, the notification center will pop out as well as a particle system around the player will start (below).

Friday, August 3, 2012

New Super-human Character

Today, I completed creation of a fourth player that will give the player super-human abilities. The new character, dubbed QZ-199, after unlocked by reaching a certain Day in Classic mode, will give the player full stamina and speed.

Thursday, August 2, 2012

New Start Screen and Screenshots

Not much work done today, I've got the beginnings of a new start background, I'm not sure what I want to do with it yet but I'm sure I'll figure out something.


So here are some screenshots of Blade blasting zombies with the PA-12 doubled-barreled shotgun.


Wednesday, August 1, 2012

Fixed Shooting, now with Double Barrel Shotgun

Today morning, I fixed the shooting element of the players bullets and coincidentally I was also able to solve why the police officer shoot was not working, two birds with one stone. Perviously, the bullets would instantiate themselves in the correct place, but then in the next frame would move to a completely different place this would happen more frequently when the player was rotating. I solved this problem fairly simply after lots of debugging, turns out I had to place change the velocity of the bullets in FixedUpdate() instead of Update().

Double-barreled shotgun

I also coded in the double barrled shot gun which looks awesome now. Now I'll be fixing the rotating gun viewer in the Pause menu, the animation for it seems to be acting up.