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May 3rd, 2009
It’s been roughly under a year. Ouch.
It’s ok, though, because we’ve been working on bettering our lives, and isn’t that really what counts?
So, I’ve personally added the main components of the framework for Story-Mode. About 80% of it’s done.
Right now, it’s playable, in the sense that it’s much like quick-play with an added menu, story block, and about 1.5x points for completing a mission.
Two new tracks are pretty much done. Just need to put them in game. One is obviously to go with the menus involved with Story Mode, and the other is… well… Let’s just say you won’t hear it until I’m REALLY done with Story mode. 
Anyways, this completes all the necessary musical tracks for the game, which means any other work I do on music isn’t necessary, but just fluff.
Story Mode should be coming out with the first Act, at least, within 2 to 3 weeks.
Peace out, and have fun killing Bunnies! 
September 24th, 2008
All right, it’s comin’ along… just about as much as it was a month or so ago.
What with so much work, I’ve finally got around to THINKING about the thing.
Luckily, we, ie, myself, Sephur, has been working on a trailer video. I’m going to keep on releasing the updates to the public up until scene 5 is done. Right now, if you can’t count, there are 3 scenes, which means, you don’t have too much more to see. Link shall be posted.
Oh, and, enjoy! 
September 8th, 2008
Yeah… it was just a matter of time.
I have, in my arsenal, a BPM finder. It’s pretty accurate, as well.
So, what do I plan to do with this? Make a DDR Game in Flash that we can use.
By the time it’s done (in other words, things we know are possible) we’ll be able to not only have official songs that you can play, as well as a Custom Step editer, and a store-house of other songs and steps other players have made.
Of course, we have to get the game working, first. 
September 8th, 2008
So, we’ve been away a while.
Anywho, there is good news! This long break has given us time to release a BIG update. Firstly, Guns now work. That’s right, you heard me. All of the guns on the menu work. Just buy them in the shop, get the Ammunition and go to town.
Secondly, prices were drastically reduced. They’re still fairly high, so if you wait a bit, in the next update, ammunition will become lucrative.
Also, aside from some small additions, it’s about time that we made the story mode engine. Story will come out some time in the next few months, probably sooner than later. Secondly, I’ve been egged on to make some graphical enhancements. The Backgrounds will soon have some animations in them, and a little more artistic flare.
August 17th, 2008
GNop, it’s similar to another paddle and ball video game but with one difference. It operates using trig instead of a grid. That’s right. That means there can be curves, slants, loops, funnels, and anything else that’s fun too look at and could create a fun reflecting/glancing environment for a ball to travel in. I see customizable venues in the future, no?
It’s gotta be fine-tuned a little, for instance, I need to undo a function that rounds all decimals in the angles used, so it shouldn’t be too hard to fix up. Note, customizable paddles don’t have to be flat. You could really go wild with how you mess up the glancing of the ball and confuse your enemy.
I’ll post a little link to the BASIC version on the blog. enjoy!
August 11th, 2008
Facebook Application is up! Check it out… you can play BunnyHuntX!! Some new features will be added soon:
- High score board on the application. We need some more people to play so we have a table of more than 2 people…
- ‘Career’ Points in BunnyHunt — no longer fret about spending points on new maps — your hard earned points will be tracked in total! This is the amount that will go on the high score board.
Please add our Facebook Application and invite your friends. Note–inviting your friends isn’t forced or mandatory–but it is a nice thing to do. We’ll be adding more games!
The URL for the app: http://apps.facebook.com/nvlappa/
August 8th, 2008
All right! Progressing RAPIDLY, BunnyHuntX is but a few steps away from the following:
- fully functional loading and saving to database,
- Having of 11 Playable modes (10 are all ready done!)
- being available TO YOU!
Excited? we are. Stay tuned, because within the next week, I’m hoping to open a “BunnyHunt Lite” to the public!
August 3rd, 2008
The next thing I’m implementing into the Echelon pre-pre-beta is Technology.
This’ll need fine-tuning, of course, but basically, technologies will enhance the efficiency of your realm, add to your score, etc.
There will also be, eventually, a way to choose your Culture and Government. These will also have effects. At the current available settlement size (Hamlet), however, your choices for cultures and governments will be hardly any, and technologies will also be few.
In addition, we’re going to start building an online manual for all the Neverless games in the form of a wiki. This’ll be up shortly too.
BunnyHunt is progressing. The load function is almost operational, and after that, we’ll be putting in the save function. Also in the works, possibly, are some graphics changes and some more music and levels.
July 31st, 2008
So, While Harmonslide’s workin’ on getting BunnyHunt online, I took some time to mess around with Island Story.
So, here’s the jist. While it seems like I did very little, notice three things:
you can no longer WALK into walls. I’m just a copy and paste away from going into walls at all, by the way. That version may be up by tonight.
Secondly, there is now a sort of, “Camera” which I will soon put into data coding. That’s my way of saying, I’m going to organize the variables so that I can test different settings.
Lastly, I converted Jump to the right key, “x”. The Controls are now:
Z - “shoot”
X - jump
Up/Down - Look/Aim
Left/Right - Move/Aim
Obviously, the player cannot “shoot” yet. However, all of the animations are essentially finished. Personally, I kind of want to be lazy and just leave the guns Overlaying the main character’s hand instead of working on it. I mean, after all, it IS just a video game…
However, steps to soon take:
1. moving up and down slopes.
2. Hitting Ceilings.
3. Level Teleportation systems.
4. Shooting.
5. Enemy systems.
6. Event Systems.
7. Mobile Platform Systems.
So, that’s a Long-winded way of saying,
Those are the things that have to be done before the storyline, artwork, gameplay can be worked on. You know, all the fun stuff.
July 24th, 2008
All right, I’ve worked a little bit intermittently with watching television, of course.
I have set up, as of now,
- Movement
- Spinning outer ring
- Cool looking Force ring
- coding and variables for ring generation
- RED BLOCK enemy
- Duplication of RED BLOCK enemy
- Destruction of the RED BLOCK enemy
All in all, it’s been a success so far. Now we just need to do, before announcing bigger systems,
- Health system
- Health menu for SpinBall
- Health menu for enemies
- Intro
Once we have an actual game, we’ll announce more parts and pieces to be added to the game. Possibilities include, but are not limited to, Storyline, different SpinBalls, Damage and Leveling system.
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