Resident evil used typewriters, I’m using pumpkins.
Finally got a decent video capture of the next beta. Still working on bugs though
Finished a weather system yesterday. Lighting and rain. Adding new skins to Michael’s Costume. The gore will be very gradual throughout the game. Once you get scars they never disappear. For the demo, I’m only using four skins.
Yeah, this demo is taking forever. Probably because of all the little details. If something isn’t perfect or I get a cool idea, it really nags at me until I fix it or put it in the game.
Sorry for this last minute, terrible quality video. Just wanted to show a quick preview of something as I finish my work from tonight. I’ll probably take it down in a few days. Please ignore the lag (fraps runs horrible on my computer and I’m running windows in the VM), random models in the corner, red boxes, error messages, etc.
If you can get past those, check out the stealth meter (pumpkin), camera changes, flashlight flare, dialogue boxes, sound meter, loading screen (it takes seconds to load a new level/area), etc.
If you can get past those . Rest assured, this runs much better when you’re actually playing.
Just added a new script that lets the camera attach to any NPC in the level. I don’t want to over use it but for certain key events, like a character noticing an open door or deciding to call the cops, the camera will go to widescreen for close up on the dialogue. It also makes future cut scenes possible. Think I have to adjust the position of the speech bubbles a bit.

I’m also starting to open up to the possibility of recorded dialogue in addition to the speech bubbles.
Getting very close now. I came up with a much more stable AI system (everything felt like it was tied in a giant knot before). Just finished overhauling the doors and hiding. Now victims can hide inside closets or anywhere really. You can also lure people into dark rooms. The only major thing I have left to write is the alert system, which works like a simplified Metal Gear Solid.
Smith’s Grove cell. Don’t worry, the blocky bed is temporary.

Sorry, it must be boring to see shots from the same level over and over again. I’ve fully implemented the new dialogue system.


I added a new camera angle when you open doors

Can’t say this was meant to happen either.

My spawn script got stuck in a weird loop and filled up the maximum number of spaces in an array. Without the array, it would have kept going until the engine shit itself. I might try that next just for fun.
So 10 will probably be the max number of people per level. Once you kill 10 cops, they give up and the alert goes back down to zero. Think of it as them retreating and regrouping to figure out a new plan for killing you. I could include swat teams late in the game, but that’s probably more of a friday the 13th thing. Wdl scripting has no classes or structs (don’t have time to learn c++ syntax right now) and I’m running out of memory to store all the entity pointers. I’m probably going to start thinking about offloading the global stuff into databases. Right now I have the level and character variables in global arrays. Local arrays store all the NPCs, flashlights, light flares, path nodes. There are actually three path finding systems in place. It probably sounds like a mess which is why it’s taking so long to reign it in all under one concise system. The state switching without any classes will be the hardest part. Starting to realize my initial “how much memory will a few numbers take up?” theory as being pretty flawed. But we’ll see. Beta testing is going to be interesting
I was writing a script for random amounts of bleeding when people die. I didn’t expect this to happen.

I was working on the level change script and ended up with a cloning machine.

Every time you step into the spot where the next level is suppose to load, it makes a clone of Michael. The weird part is, the clones follow you around. So you can essentially create an army.
It’s these weird bugs that delay things.
UPDATE: I tried fixing it and but wound up with a teleport.
UPDATE 2: Fixed it. On to the next problem.
I figured out that using 1 large map (beta 2.0) for Haddonfield isn’t going to work for a few reasons so I’m creating a world that’ll be more like Postal 2 or even Resident Evil. It’ll be open in the sense that traveling any where in town is possible, but it’ll broken up into smaller levels which means better graphics and lighting.
I’m writing code for alert levels (like Metal Gear Solid or GTA) that you get if somebody calls the cops on you.
I’m also making each non-enemy NPC in the entire game unique. If you kill somebody, they’re dead forever. It saves the dead bodies too. So if you kill everyone inside a house and then go back to the house later, they’ll still be dead.













