Landmine Crusade has a website!

Comments: 1 Comment
Published on: February 5, 2012

Guess what. For the last few days I’ve been working on Landmine Crusade. It was about time, the last edit to the source was from 1,5 months ago.

First thing I did was fixing the bug that had dispirited me back then. I had made a great combat AI for the NPCs but it had a single, big flaw. After killing an enemy (there were two teams fighting against each other) they froze. They just stood there, doing nothing.

And a few days ago I fixed the bug. I fixed it with a single line of code.

If enemy2\status=”Dead” then enemy\target=0.

Yeah. That’s it.

Well, more bugs followed. If two NPC:s were firing at the same enemy at the same time, the one who didn’t do the killing shot froze. Also, the enemies couldn’t notice the player character. I could just walk through them. But I fixed those bugs. I slapped them like flies.

Crudelis Diabolus, my magnificent second-in-command, made a website for Landmine Crusade. From now on I’ll add all sorts of stuff related to the game there (screenshots, videos, wallpapers), but the dev log stays on this blog.

I also made a new logo for the game:

LMC Logo
Like it?

The font is Regata by Faktor-I.

Expect a beta, or at least a video soon. Not in Valve Time.

EDIT: Oh right, almost forgot: we’re now on IndieDB.

Wait what

Comments: 2 Comments
Published on: November 26, 2011

…Wait a second, not a single post after the beginning of October. I’m fixing that right now.

Well, what should I write about. Probably Landmine Crusade, because I’m sure that’s the only reason you readers are here.

Well, I’ve once again been both busy with schoolwork and lazy, which may sound a bit paradoxal. Also, VIDEO GAMES. Both Skyrim and Skyward Sword have been eating my precious spare time, and then there have been those indie game bundles, both royal and humble. And then there is Cave Story+.

20111126-163949.jpg
A blurry picture of a pile of hats just to make this post more interesting.

My Skyrim character is a level 35 Bosmer archer/healer/dual-wield swordsman, by the way.

Oh, right, Landmine Crusade. I haven’t spent as much time working on it as I did a couple of months ago, but my plan is to release a public beta version including some sort of arena battle thing very soon. I said on Twitter that I would probably release it this week, but then schoolwork assaulted me. Well, it’ll come eventually. No story mode yet, though the game’s script is almost ready. Simulated worlds, demigods, robots and revolvers. And a badass scientist who…well, now I’m telling too much.

PS. You remember that “A Lesson in Physics” game, right? A sequel is incoming. Featuring chemistry.

Crafting and shooting

Comments: 2 Comments
Published on: September 23, 2011

Hi, everybody.

It’s been a bit quiet lately, that’s because I’ve been quite busy with all sorts of important stuff.

But fear not, my friend. I’ve made some significant improvements to Landmine Crusade, even though I’ve not written about them. I added a Metroid-style visor that can be used to scan enemies and items, showing their stats and other useful information (background stories of the characters :OOO). I also made some major performance tweaks. Most importantly I changed all bullets from objects to insta-hit-things. Therefore the game doesn’t have to waste processing power on every single piece of swooping metal, it just calculates if the bullet hits or not. And draws some neat and simple shooting effects like random bullet tracks. All slow and/or massive projectiles, like rockets and energy particle cannonball whatevers will still be regular objects.

My goal is to release the public beta before my birthday (which is next month). It will contain the first episode of the story game (I’ll release it episodically) and a sandbox game mode to test all the stuff there is.

A hill, a couple of trees and a cave.
A hill, a couple of trees and a cave.

In other news, out of curiosity I tried to make a terrain generator like the ones in Minecraft and Terraria. Well, I succeeded. This little thing can create very large block-based worlds with mountains, valleys, forests, caverns, snow, dungeons and stuff.

If I want to actually make a game out of this I surely have to come up with something original so it doesn’t feel like a cheap (free?) Terraria rip-off. Suggestions are welcome. Maybe I’ll make it take place in…space?

Landminecrusadeoid: Other V(ideo)

Comments: 4 Comments
Published on: August 24, 2011

Worst title in a long time.

Anyway, I uploaded a new test video of Landmine Crusade. The AI has improved a lot, there is now a HUD and resolution options, new (but still not final) graphics, sounds and music, bug fixes, 3d buildings, a working level transition, cutscenes, primary and secondary objectives, destroyable crates and a lot more.

The video? Here it is. Be sure to watch in HD.

The biggest problem of the game is now performance, because FPS (capped at 60, runs smoothly at 50, playably but a bit slowly at 30) drops unhealthily on some computers (even though the game is 2D based on DX7…). This is mainly because of the Coolbasic compiler. The game doesn’t use GPU at all and requires about 50mb RAM, but it strains the processor a lot. There’s nothing I can actually do to it until a new version of CB comes out (it will probably take a year or two). I just have to try to optimize the code and decrease the number of objects on the screen as much as I can.

But anyway, watch the video and tell me what you think. Please? :3

Landmine Crusade Game Engine – Test Video #1

Comments: 2 Comments
Published on: June 20, 2011

Here’s the first test video of the upcoming game’s game engine:

(The game seems to lag a bit in the video. This is because Windows was installing new drivers to my graphics card without telling me. The game runs normally at steady 60 FPS.)

Hope you like it! Feedback is welcome. Tell me what you think and suggest things I should add into the game.

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