Gameplay tweaking and character modeling.

Lately I’ve been busy tweaking our scriptable gameplay along with Fredrick, which is a science in itself. All in all I think we’ve managed to get it to an acceptable level. Most of us agree it’s fun to play our game in multiplayer. Although we’ve gotten somewhere with the gameplay tweaking is something you never get done with. We hope to see some CnC from Dreamhack for further improvement.

P.S: If you download and play Conquer the hood, please get back to us with feedback on how to make it better.

I’ve also finished modeling the high poly mesh for our last main character and the goon character. Baking will be done this weekend, after that it’s texturing time. I expect to post a breakdown of our last character here shortly.

/Martin Olsson

Beta out now!

Forget that old alpha-version, here’s the improved beta-version of the game:

Lots of bugs have been fixed.

Weapons are now more balanced.

Pathfinding works smoother.

Enemy AI is more challenging.

And the game certainly looks better.

But..
It’s not perfect yet, and that’s why we need you to help us.
By testing the game out, giving us feedback and giving constructive criticism in the comments-section, you can help us in making this game better and better.

Download beta here ( recomended age: 15 ):
conquerthehood_beta.rar

Enjoy!
/The CTH-Team

Cursors and miscellaneous GUI

This week I’ve mainly worked on miscellaneous GUI stuff. Things that needed to be done to make the game look somewhat polished.
One thing is making custom cursors for the game:
nk_cursors.png

And a custom skin for things we use in the game, such a as radio-buttons, text-boxes and dropdown lists:
nk_misc_menu.png

I also made a little set piece for use as background in the character select screen/lobby:
nk_lobby_wall.png

//Nebez

SmallGuy run and attack cycle

knuckles_run
knuckles_attack

All idle animations are completed except for rocketlauncher idle,
mingun attack is done. Im hoping to finish all of the animations friday 14th.

The rig for this character is a lot more improved that previosu rigs, since it has controls for all the external features such as tie, cigarr, shirtextension and belly jiggle. So the animations will be far more dynamic and alive.

/Lukas

Network progress

Things I’ve fixed:

Quit from a network game without everyone else stopping.
Timeout if someone loses connection.
Some minor bugs in lobby.
Added a attack move over network (where they attack anything while moving).

Now working on resyncing when the game states don’t match between computers. We found a bug today that makes the positions different and we are working to fix it but we have no clue so far except that suddenly a position for a unit is different. I think we will end up with logging the entire AI.

Fredrik A

 

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