Spamocalypse Update – now in alpha

After however many weeks, including moving house and my probation at work passing (yay!), the prototype for Spamocalypse is finally done. You can find it here, including the manual. I’ve removed the Mac version for now, as I don’t have one on which to test it, so there’s not really much point in developing for Mac.

What I’ve done

  • I’ve created an inventory system which allows you to cycle weapons. You have two weapons – one is ranged, and the other is melee – and two decoys.
  • Created an interaction system which highlights objects when you’re looking at them, like ammo, controls for a firewall, or books/notes/letters.
  • Increased the size of the spammers’ field-of-view models, allowing them to see you from further.
  • Increased the size of their sound detection models, so they can hear you from slightly further away.
  • Moved everything related to the spammers’ voice clips into separate components, and edited their sound effects to sound more like a zombie.

What needs to be done

  • I need some actual models for the enemies, the weapons, and anything else.
  • The AI might need some tweaks, depending on how dumb they are.
  • It needs a proper level, rather than thrown-together stock cubes.
  • Need moar loot!!1!1! More seriously, the player character is supposed to be a thief, so loot goes without saying.
  • Give the player character a voice. I’m thinking of letting the player decide if they want the character to be male or female, with a suitable voice to match.

All in all, I’m reasonably satisfied by it. Try it out, and let me know what you think.


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