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Another Home-Brew game post - VOA!

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Abner45:
Seems to me interesting game.. I definitely play this.. Thanks.

eds1275:
2 months of silence. Well, at least I have lots and lots of news to report!

I will NOT be done in time for xmas like I had hoped. I'm a part of wayyyyy too many things and needed to prioritize. Also I took on way more shifts than is healthy over the xmas season. I don't have children and basically just took anyone's shifts that wanted to have the time off to spend with their families. I had my xmas on the 14th. And although this was near the top of things that are important to me, I am involved with a lot of things where others are relying on me - so this got pushed to the side a little bit, only being worked on when I had some down time. Looking back on the last update, I can say that I have lots of changes to announce.


* The animations have all had a little tweaking
* The screen reset after you lose a try now fades out, resets the character position, and the fades back in
* There are a few new elements to the game. One is a stopwatch icon that spins, and when picked up pauses the countdown for 15 seconds. Hardly original, but familiar and arcadey. I also plan on putting things around the hospital that you can "clean up" for bonus points such as stethescopes, syringes, and other hospitally things. This will be easy as I have already written the scripts and just need to create the objects.
* Lots of new audio. I work in a hospital and secretly wired myself up and recorded the sounds of all the machines (especially the one that goes ping!) and also went to my wife's work and recorded some other sounds. Even caught my cat having a snooze and recorded him snoring.
* I tightened up my programming, the game runs a lot smoother now.
* Besides more audio, I integrated audio zones for background sound. The way it was before worked, but now the background audio is tight. It fades in and out depending on where you are walking - the exam rooms, the lobby, parking lot and back treatment area all have distinct audio.
* The point timer times, and at the end of a level adds the remainder to the player's score, doubles the score text size, and waits a few seconds, and then loads the next level. I plan on having it shift colour for a few seconds as well, but this is not implemented yet.
* Shadows look much better! That was such insane work.
* Objects! So many objects. There is a whole world of items now. Bags of kibble, flats of canned, pencils, keyboards, computer screens, IV poles, desks, etc etc etc

That's all I can think of for now. I will post some pictures when I can. Working the night shift right now, otherwise I totally would grab some screenies.

zanna5910:
Pretty sweet.  You have a download link to share for testing?  What are the PC requirements for this?

Le Chuck:
Giving it a download now, excited to check out the updates!

Pretty slick, lots of updates.  The texturing on the players seems to be a bit off, skin showing through the shirt in patches, but it's probably just my computer jacking things up. 

What do I do with the puppy once i pick him up, I couldn't put him down anywhere - and carrying a puppy seems to make me impervious to puddles.  Keep it coming!

eds1275:
I don't have the most recent version updated. Yeah the clothes are not done, that's just a temporary character. The rest are in production but not implemented yet. Having some issues. I will update the latest and greatest later today, and send Zaana a download link. The puppies, by the way, go to the large cage in the back. It's not working in the version you have.

Carrying a puppy will make you impervious to slipping in the puddles, however I have been working on a slip-dancing animation that will take over when those conditions are met. Basically although you won't slip, you will still be stuck in an animation that slows you down. Also not implemented. I think my priorities right now are to fix the depositing puppies in the kennel script, which currently works only once, and finishing the characters so they don't look like pervy crash test dummies.

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