berickcook

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Everything posted by berickcook

  1. RT @GizmoSDK: Congrats :D But please, give her a chance for a normal life, too XD || Oh alright, I suppose. *pout*
  2. Mind = Blown of the day: http://t.co/9PwzHHRV "Billions of Habitable Earths"
  3. Also, I released a new level called "The Loading Dock" that picks up where the demo level leaves off.
  4. [media]http://www.youtube.com/watch?v=u3JP5UzZbiI[/media] Dread is a top-down action / horror game where you can only see what your character sees. This creates an intense atmosphere, as the player is always guessing what is waiting for them around the next corner. The game is currently in free Alpha stage, as I am a [i]terrible[/i] artist and I'm using placeholders that I scrounged from free resources or put together myself. The engine itself is quite far along in development, and a lot of fun to play even with enemy sprites modified from RPG Maker 95. I'm actually most proud of the included level editor, as the possibilities are nearly endless with it. The powerful trigger system it has allows the entire gameplay style to change from Doom (which is what the included level is modeled after), to Alien Swarm, to Resident Evil depending on the designer's preference. I created the Alpha Trailer above to help recruit artists, and it is working wonders so far. I have several talented artists interested in helping out, so the next few builds should start seeing significantly improved graphics. I'm looking for feedback, as this is a somewhat experimental game, so it can be hard to tell what needs tweaking. [url="http://bit.ly/H5i998"]Click here to download the latest build (v1.3.5a)[/url] Check out the [url="http://dreadgame.blogspot.com"]Dread Dev Blog[/url] for cool videos, and custom levels. Screenshot from v1.3.5a [img]http://1.bp.blogspot.com/-nZske4zUZD0/T3eRcVTCNGI/AAAAAAAAAFI/BCAmWuUqDMc/s1600/screenshot173.png[/img]
  5. [url="http://dreadgame.blogspot.com/"]v1.3.5a is now available![/url] Changes: [list] [*]New gradient FOV "Shadow" which is much nicer on the eyes. [*]New enemy by Sidney Durant that replaces the green placeholders. [*]Due to "Sticky Keys" issues, the controls have been switched to E for use and Space for fire. [/list] I've also released a new level called "The Loading Dock" that picks up where the demo level leaves off.
  6. Also, I'm working on adding some gradient to the FOV "Shadow" in #Dread. Early test conclusion: Not quite right yet http://t.co/R3o4hpji
  7. I uploaded a @YouTube video http://t.co/IOyNPetb RDF Live Stream Episode 13 - Fixing, Copying, Programming, a
  8. Thanks! The FOV cone is not a flashlight per se, but more a limitation that forces you to only be able to see what the character would be able to see. I do intend to add some dynamic lighting to the game as well, so that there can be flashlight sequences, flickering lights, etc... An idea came up elsewhere to have depoyable "security cameras" that would allow areas to remain visible even if you cannot directly see them. I'm working on a way to integrate that into the existing system.
  9. I uploaded a @YouTube video http://t.co/alZHh1cx Dread 7 Seg Display - A tribute to RDF
  10. Sent out an optional update for #Dread today. Fixed a bug, added fullscreen/windowed toggle, and a "Check for updates" option
  11. The next version of #Dread is now available! A little later than I hoped, but a lot more stable! http://t.co/TbJL3mqz
  12. [url="http://dreadgame.blogspot.com"]Version 1.3.4a is now available.[/url] I've added several features that were suggested by various players, and I've redone the included level (it now has a different ending)
  13. The next build of Dread is on track for release this Friday!
  14. Not only did I grab 2 booths at #OPN5, but they're right next to each other. Whatever I did to get that kind of karma was totally worth it
  15. Really enjoying the game dev section of #stackexchange. http://t.co/tmjPWWHq So many people after my own heart!
  16. And now that it is 1am, he is wondering why he is talking to himself in 3rd person
  17. So expect to see a significant leap in graphic and sound quality in the coming months!
  18. Got the footage, and the camera didn't fall off the hood. Mission accomplished!
  19. Zombox

    That is adorably messed up! Looking forward to playing this.
  20. FYI, for anyone that watches my RDF Livestreams, I will not be doing one this week due to having a film shoot.
  21. Robolegs - Mech FPS

    As a huge fan of Mechwarrior 2 / 3, and Steel Battalion, this looks very promising! Are you going for more of an Arcade or a Simulation feel?
  22. Drawing up some placeholder menu options for the #Dread pause screen. Hopefully they don't make anyone's eyes bleed
  23. Me too! I've got some talented artists working on that. So hopefully it won't be too long. The FOV effect is essentially created by drawing black polygon "shadows" out from each wall that overlap everything except other walls. The player also emits a large shadow in the shape of the outside edges of the FOV and the full area behind the player. The walls themselves are hidden my a black mask that is erased as soon as the player's FOV hits it. That is done by casting a series of "rays" outward from the player's position. The first wall that the ray hits erases its mask (if it hasn't already).
  24. Big thanks to @cpriestman for the #Dread article on The Indie Gaming Mag! http://t.co/9OmqModq