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Project: Celestia
Project Started: 12th November, 2010 Last Update: 24th June, 2014
Project Owner: siven Project Members:
Project Type: Sidescroller shooter/ rpg Project Progress:

Complete Overhaul!
Posted 25th Mar 13, by siven  
So the games been completely overhauled. A brand new engine has been constructed, the movement is far more advanced than the previous versions. some new features...

Double jump
Wall slide
wall jump
Dash


Also the guns have been updated as well, along with the gun generator. theres no longer the random gun spawning glitches, like a weapon you cant pick up, or a grenade launcher with the firerate clip size and weapon damage of a machine gun etc. in addition the guns have been givin a bullets counter and a spread counter. certain prefix's and Titles will effect these values. the higher the spread value of your weapon the farther the bullets spread from the gun barrel, and of course the bullet counter effects how many bullets a weapon fires. example... you could have a weapon Titled Speedy SMG, a sub machinegun that fires one bullet incredibly fast dealing much less damage, but if the SMG had the prefix "Mad" it would be a sub machine gun that fires a mass of bullets with a medium amount of spread dealing an incredibly low amount of damage and a small clip size. there are other prefix's that only add 1 bullet and some that add more. some prefix's only add to the spread of the weapon, so if you had one of those prefixes on a weapon that only fires one bullet then there will be no change to the weapon, but if you had that prefix on a shot gun it would increase the spread area or decrease it depending on the spread. so in short, some prefixs are better for certain types of weapons, such as a "Mad" shotgun would not be as effective as a "Mad" Smg, Due to the decreased firerate, damage, and clipsize. you would have a shotgun that fires a massive wall of bullets that spread incredibly far very slowly dealing minimal amounts of damage, where as the smg would would fire a small fan of bullets much faster dealing a very small amount of damage but do to the high amount of bullets it evens out.

the element effects have also been changed drastically. electric weapons will now cause an enemy to become electricuted, which will slowly deal damage to the enemy along with creating archs of lightning that will deal damage to other enemies near by, and also has a small chance to electricute them as well. soo... if you have a really fast firing electric weapon you have a chance to electricute entire groups of enemies while firing at only one enemy.

Acid is quite a bit different as well, on contact with enemies bullets have a chance to explode into acid, which will stick to enemies walls and ceilings and slowly drip down them. if the object you are firing at gets too gunked up with acid the acid will spew off and stick to other nearby enemies and walls.

Ice is similar to the way it worked before, on contact the bullets have a chance to create ice around whatever it hit, and if you continue to fire at the same spot the ice will grow. all enemies within the ice field will be slowed and take constant damage.

Instead of bouncing around and dealing high dps fire will now stick to the enemy your shooting at and catch them on fire. if a flaming enemy comes in contact with another enemy it has a chance to catch them on fire as well. so in a sense its similar to the lightning, but more isolated and much higher dps with a more limited time.

Explosives are going to be pretty simple, very high damage when the explosion occurs and there will also be enemy knock back/ knock over when they are hit with the explosion, in addion certain areas and walls etc will be able to be blown apart with explosives.

Soooo.... the basic engine is practically done, all thats really left is the card system, and the inventory system. I may release another zombie mini game before these are added in so you guys can play around with it and do some bug searching. though im confident there arent many, im certain there must be at least a few. the zombies are going to behave much differently though due to the more advanced movement engine, so your likely going to see them crawling up walls and jumping up platforms and such. i may not make it endless waves though, it might be something more like clear a section and move on, then be blocked off and clear a section to continue moving again. if i switch it over to that ill make it so the map is a large ring, that way the rounds are still endless but it will limit the amount of zombies that spawn and will limit you to certain spaces, cuz in the previous version there are a few places you can camp and your practically invincible if youve got a decent weapon... till you run out of ammo lol.

Oh! one last thing.. the graphics had a massive overhaul as well, the HUD is now all hand drawn thanks to my wonderful colors 3d for the 3ds. All elemental effects along with any special effects will be hand drawn, but any interactive object on the play field and all characters will still be sprites, so the graphics will clash a bit, but in a good way. it will add a good amount of depth to the game along with being able to notice what you can interact with and what you cannot. so most anything sprited and pixelated is touchable.

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