Sunday, October 2, 2016

DevBlog #3 Heist Selection

DevBlog # 3 :

Touch Up On Crew Panels

I touched up the crew panel adding a back button to the top right that fits in perfectly with the scaling panels that move around in the crew panel.  This should have been added in a while ago but I didn't really need it for my play testing so it was never added.
Grey box is the button hitbox.
I feel like the background needs to have some sort of design, but I don't know of any designs to put on it and also I'm not the best at pixel art so we will see what happens.


Bigger Heists

I plan on adding bigger heists so I've added a system to help with bigger heist layouts.  You can now freely drag around the heist layout.  I'm planning on adding a zooming feature later as well to give the user more control of what they want to see.
Not optimal yet

Entry Point Selection Fix

So since the last devblog I fixed a bug in which the entry point selection menu would just totally mess up and delete buttons if you didn't close it right, I also fixed it so that you can't vote more than once.
As you can see there are no bugs when I go through the menu

Time Implementation

After your done voting in the planning mode you automatically leave the planning stage back to the main menu, which there will be a timer to when your heist actually starts.
Before the planning stage.
After the planning stage.

Tuesday, August 23, 2016

DevBlog #2 Heist Planning

DevBlog #2 | Heist Planning :


Planning Stage


Each heist starts off with a planning stage that takes 3 weeks to reach after a heist has been decided upon.  In the planning stage you can "vote" for one of 4 entry points.  2 of which are unlockable after beating the heist once(flashy), and twice(pro)
Buttons will be invisible when done, like the other systems.

The Checkmarks also light up depending on how many people have voted for it.
Only loud and stealth because I haven't beaten the heist yet


AI Voting


I made it so your crew members will now vote for a entry type, depending on which entry point you have unlocked.  I also made it biased towards the pro entry point just because that's the one most players will want to do if given the chance,  I didn't want the AI to do one of the worse entry point types when pro was available.  To be more clear and precise when you've done a heist at least 2 times the AI will have a 40% bias towards the pro entry point vs the 20% of the three other entry points, stealth, loud, and flashy.
The Button initializes voting for the AI
From that gif you might have seen that it has skipped the Infiltrator avatar, that's because I'm playing as the infiltrator, of course these avatars are concept art and you'll have your own avatar eventually.
Yes, your avatar get a voted mark when you vote
Now, from this gif you may have also noticed something if you have a keen eye.  I voted for the "Loud" entry point but was given a "Stealth" entry point, this is because votes were split 50/50, so the game chose 50/50.  Later on I plan on adding a animation of something to make this more exciting and thrilling, a coin flip for example or something like the cs go case opening animation.


Positioning


It was a hard decision on where to position everything in the planning screen and I don't know if I'm quite happy with it just yet, but i'm sure i'll experiment with it later.  The scaling was also a problem for me, as I didn't know how big some elements should be for example the title at the top right, I like it small but I feel like it needs to be a bit bigger.


Future and current WIP Items


After I get back from vacation I will be working on polishing up the planning stage so there might not be much to show next week considering ill have a few days to work on my game when I get back.
What I really want to get working on though is the actually heist system itself, I have some great plans for it and can't wait to share them.  Also if you haven't already make sure to vote on this straw poll so I know when to release these devblogs. None of this art is final keep that in mind.  click me to vote!

Monday, August 22, 2016

Thursday, August 18, 2016

Starting Devblog what is the game?

Welcome to DevBlog #1 :

First off thank you everybody whos reading this devblog I appreciate your opinions on what you currently think about my game.  First off many of you may wonder what this game is I'm talking about, well I'll tell you what game I'm talking about.  This game is currently an indie game that is under development by me, myself, and I.  The game I'm working on is going to be a management/simulation/randomly generated/heist/rpg/pixel art game.  That's a lot of tags isn't it?

Classes

There are 6 classes in the game currently and that's all I plan on adding into the game.  Here's a screenshot to better explain these classes.

The last 2 classes are hacker and leader each class can be unlocked after completing the game.

Crews

One of the main features I've worked on in the game are crews each with there own stats and emblem. The plan is to make these crews randomly generated to add some replay ability to the game so that your not always stuck with the same crews.  Each crew also has a trust bar that will move based on how loyal you are to the crew.  Each crew will also be hiring one of the five classes excluding leader, you can only apply to a crew if they are searching for your class, each class.

Heres a gif to give you an idea of what this all means.
Quality of picture does not represent what it looks like in game, and most sprites are placeholders!

Each crew also has a power bar which will determine each of the crew members overalls, and also each crew member has a avatar which will show which class they are.  You cannot join some of the higher ranked crews until you level up to a certain level, also crews will randomly level up later on in the game to make the world seem a bit more life like.

Stats

Currently I have a fully working stats system, I don't know if I should add a stat cap so early players can't be a god in stealth and not be caught or if I should make it so that the higher you get into one skill the more time it takes to train yourself, discouraging players to be a god in one skill.
I'm planning on making the character name go to the right of the skill points.

And heres the help page incase you don't know what all the skills do...once again only a place holder.

Heists

Currently I don't have much to show for heists all I have is the planning stage worked out which will have crew members randomly vote on different entry points to each heist. I also have the main heist system planned out, I will post this in one of my other devblogs when I get around to actually getting something to show.

Other WIP Items

I do have plans for much more than what is listed here, including time, a shop, business management, random events, rare items, crew betrayal, a hidden karma system, achievements, other jobs, and crew management, heist voting, and a ton of other ones I have written in my notebook but am too lazy to get out right now, that's it for this starting devblog. i'll post another one in about two weeks time because I'm going on vacation next week so there won't be much to show, but maybe I could showcase some of what I have done in the heist planning system.

Start of something great

In my blogs that i will be starting i will be covering what im currently doing while designing an indie game im currently working on.  I'm doing this so anybody who's interested in my game development can help along the way and to also help pace myself week to week for my game, thanks for reading and stay tuned for more blogs.