Thursday 7 November 2013

'Keep Sane' Update

Hey everyone,

I am fully aware that this is not a post about RE: P, and it will be the last post I make about 'Keep Sane' here. I've started up a separate blog for that project, which you can see here: http://keepsanegame.blogspot.co.uk/

I've updated the game with dynamic 'Tainted Ground' and randomised enemy/item spawns. If you're interested, go check it out.

Z

Monday 4 November 2013

Status Update

Hey everybody,

Ok, so this forward momentum keeps changing every two seconds. Things have barely moved forward since the last update, so I didn't think it'd be worth making an update. However, you guys requested them, so I'll keep to your wishes.

Last email from FAPCOM was on 13th last month, which he said he was upset things weren't getting done on his end as well, and that he needed to sort out some errands for next year. Again, we have lives to uphold outside of this project.

That aside, I worked more on 'Keep Sane'. You can check out the updated version here: https://mega.co.nz/#!VRBTXJbC!BAVTgyHAMrh1itg44np5yQSoXBYHVZ04OeiRMdYPsAE

Again, Controls are:

WSAD - Move
CTRL - Sprint (New)
Left Mouse - Use/Fire (Only use at the moment)

Menu - W, S - Move, Z - Select

Updates include:

- Blob of death (that is going to be an enemy)
- Intro cutscenes going up to the first proper level
- some 3D sound, going to play with it a lot more for this game
- Music

Bear in mind that no animations are done yet, and most sprites/tiles are placeholders.

Let me know your thoughts.

Z