Archive for May, 2008

One map down!

Saturday, May 31st, 2008

Well I’ve finally gotten a map made for the game, who knows if I’ll keep it in and release it for the game, but that’s not to worry about right now because this means something else: I can now start developing game modes! That’s right, now that I have gotten the gameplay engine mostly down and a decent map to work with, I can now start programming in all the deathmatch and explosives stuff. I’m also thinking about including more but I’ll see with that once I get these done. For now, just settle with the small image at the top, but maybe I’ll get you a full look at the map later on, okay?

Additionally, here’s a time line of recent changes since the last blog update (we’re now at development build 29 by the way)

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Spherack Online 2 Gameplay Trailer

Monday, May 26th, 2008

So I finally got around to uploading the official gameplay trailer for Spherack 2 to YouTube. However, you can also watch it through [I’m a] PC Site Podcast. Low quality, I know, it was made a while ago and has had to be recoded and converted multiple times so it lost some quality in the process.

Bigger Explosions are Better!

Saturday, May 24th, 2008

Whoa, so I’ve been slacking off on progress again, haven’t I? Sorry, I’ve just been really busy with school and stuff, I’m sure you all will get over it. =]

My procrastination however, is not today’s update topic, it’s that the grenades in Spherack Reloaded just got some serious upgrading! Yeah, that’s right!

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Projectiles Usually Hurt…

Friday, May 2nd, 2008

…So why shouldn’t they in Spherack? Grenades are meant to be used for blowing people up, but what means you can’t bash their skulls in with them? You can now peg grenades at your opponents to cause damage and knock them out more efficiently! Not to mention, we now have sounds for the flash bang detonations and stun durations.

Also, now when your character bleeds, rather than suddenly just disappearing, their blood will fall to the ground and pile up making up a lovely mess!

Oh, and lastly I’ve enforced spawn points for the two teams. Now you’ll spawn at the right location based on which team you’re on.