This release contains some bug fixes and gameplay enhancements.
The most visible part is the new StartMap with additional buttons
for votes. All of this part is dynamically generated by the WorldServer,
so more options may appear in the future.
With this release a new feature is also available on the website: the list of
recent winners for special missions. If you want to see your name displayed
at top of them all, you just have to beat "The punishment", "Rush
for the head" or "Crash n Massacre".
Over the last few days I have taken part in a
French event
about developing a game in a
weekend. I've taken this opportunity to test the game-play around the concept
of high and low tide of the coopordie2 acid sea.
This project was made with
Unity game engine and the
FroGameProtoPack.
I've spent approximately 14hrs on the software and the result is a playable
mini game. With a few enhancements and a little more "terraforming", I think
it could be fun
I will probably take another week-end to fine-tune the game, create a fun map and
maybe add an online high-score storing system.
The
"Character Animation Tips & Tricks" demo
showed at Unite 2009 has been improved and turned into a small game. It was
released yesterday on the Unity Technologies
Blog
as both a playable demo and a downloadable project folder with code source.
It shows a range of animation techniques such as realistic foot placement,
procedural aiming and head turning, and how to smoothly turn procedural adjustments
on and off while reloading.
This demo shares a lot of ground with the character management of coopordie2. I've
already implemented procedural aiming and head turning from the same base code.
But the locomotion system with feet placement could probably be a nice improvement.
Showing how Unity developers have implemented the whole thing will also be
very interesting.
I will have to fully understand all these animations tricks and their modeling
implications when the time comes to contract a freelance 3D modeler for the main
character of coopordie2.
The last 6 months have been devoted to the coopordie2 prototype. The news for this
period is directly available on the
2009 prototype sub-site.
The development was sliced into "sprints" inspired by the
Scrum
methodology. Each sprint is a session of 2 or 3 weeks focused on a sub set of
features.
2009-11-24 - (Sprint #6) - Re-organization + main character enhancement
2010-01-13 - (Sprint #7 updated) - Main character animation + camera management
Some videos were recorded during the development.
They show the progression from a walk around a mine shaft to a fight against
the mutants. The last touch was related to the character animation and the
camera management.
After the end of this first prototype, the development will be suspended. I will
take a break and come back to COOP or DIE for Quake2. The development of a
second prototype will start in a few months. The main feature will be related
to multi-player aspects.