- Added beam weapon and effect
- Added shotgun weapon and effect
- Added ammo usage and counter
- Added ammo pickups and other instant-pickup items like health, XP, energy, etc and made them work correctly. Now the loot drops can be instant-add or storable.
- Strea...
2018-03-19 02:36:57 +0000 UTC
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Generic omnidirectional shield is now fully functional.
2018-03-12 04:35:04 +0000 UTC
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Tweaked a few things with the Attack-Defense-Regen triangle and bonuses given by various equippable items. All fixed and working correctly now.
Fixed bugs where equipping some items deactivated currently-equipped weapon.
Lots of general code cleaning to update Gunbunny as a whole after the i...
2018-03-11 03:01:55 +0000 UTC
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Added skins/outfits to loot, implemented them in equipment loadout.
Added attributes to wearables, so that they give different bonuses when equipped.
2018-03-05 04:13:57 +0000 UTC
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We changed Weapons, Consumables, and Equipment to a better table-based system which we discovered when building the Lore system, which makes it easier to add new items and track them in the game. Now it is much more easily scaled, with 2 entries per new item in 2 table files, instead of what I estim...
2018-03-04 04:21:38 +0000 UTC
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IT'S ALIIIIIIIIIVE!
Seriously, wow, what an adventure it has been coding this system up!
2018-02-26 06:34:33 +0000 UTC
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Improved inventory system:
- Right hand, left hand, two hand weapons all assign to proper slots and kick each other out correctly when replaced with another weapon.
- Secondary inventory slots added and assign items correctly.
- Inventory selection menu bugs fixed.
- Inven...
2018-02-25 05:42:41 +0000 UTC
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Added to inventory system--
- Logic for figuring out weapons equipped and not equipped
- Assigning proper equipped weapons to proper hands
- Added loadout diagram with properly working icons in the proper places
- Fixed/updated destructible fire
- Updated weapon fir...
2018-02-24 03:55:19 +0000 UTC
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- Completely gutted and rebuilt inventory system for better scalability and savegame compatibility.
- Partially rewrote savegame to update on new inventory grabs, and to load on game start.
- Inventory now separates between consumable and equipment categories, submenus work corr...
2018-02-10 03:26:45 +0000 UTC
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No, I'm not dead. I spent the entirety of December fighting a double dose of the flu (it took 2 rounds of antibiotics to fight off the secondary plague from that) and then we moved to an actual house because 2 people and 2 dogs do not fit well in a 900 square foot condo. There was much drama and may...
2018-01-29 06:51:50 +0000 UTC
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I’ve been ill for several weeks so no progress. Basically i have been coughing so heavily that i have herniated a disc in my back, which makes it impossible to do just about anything unless my spine is straight. Meaning, bed rest until i am well again. It sucks getting old. Julien continues to pic...
2017-12-10 22:02:37 +0000 UTC
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The past few weeks have been eaten up by bureaucracy, houseguests, and trying to get all of my artwork quota done before the 31st, when I head back to the USA, so very little progress on my part since the last status report. Julien has been working on the ”smart” enemy AI. The inventory me...
2017-10-30 18:57:35 +0000 UTC
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Increases effectiveness of healing consumables.
2017-10-12 00:57:23 +0000 UTC
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The shock pistol damages circuitry and stuns organics.
2017-10-12 00:56:01 +0000 UTC
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Makes fires go away. Duh :)
2017-10-12 00:54:59 +0000 UTC
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- Expanded inventory to be categorized by consumables, weapons, and equipment.
- Modified inventory menu to hide items based on which menu is selected.
- Fixed errors on item tagging.
- Fixed errors on loot displays.
- Generally cleaned up inventory system.
2017-10-11 21:45:19 +0000 UTC
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Finished consumable inventory functions:
- Loot/consumable items are scalable and easily assigned in level builder.
- Game pauses and resumes on inventory menu entry/exit
- Menu adds categorized items on pickup
- Menu displays number of specific items owned
- Menu s...
2017-09-24 20:10:59 +0000 UTC
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Check it out :)
2017-09-11 13:52:29 +0000 UTC
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Started building scalable inventory system.
Built main table of consumable items.
Built basic inventory screen and inventory tracker.
Made consumable icons: various health and energy pickups
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2017-09-01 21:22:46 +0000 UTC
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- Fixed climbing mechanic, animations, and controls once and for all.
- Fixed exit-from-climb bug which would get you stuck.
- Fixed choppy camera action (directional look-at) when exiting weapon select quick-menu.
- Added fall damage from extreme heights (mitigated by de...
2017-08-31 21:54:56 +0000 UTC
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Today was a long and complicated voyage into changing the laws of physics. More specifically, gravity.
Since the demo's setting is a dying space cruiser, I wanted to build gravity and gravity changes into the dynamics of the map-- as the gravity fields begin to fail, things get disorienting, the m...
2017-08-29 23:01:42 +0000 UTC
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- Improved elevator code for better usability and scalability, movement, home floor location.
- Cleaned up ladder interaction for entry and exits.
- Cleaned up kneeling and standing mechanics.
- Cleaned up ladder movement in general.
- Added new features to airborn...
2017-08-28 18:44:55 +0000 UTC
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I needed a dialogue icon for CAM anyways (and need to model a standalone for the game content), so I decided to harden the design a bit more.
2017-08-28 18:38:40 +0000 UTC
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The source control nightmare is finally over and I have started on the look, feel, and layout of the tutorial level.
2017-08-20 02:11:36 +0000 UTC
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Finally the source control problem is fixed. I feel like I spend more time fighting source control than any other aspect of development.
Anyways, good news, now for the long slow upload...
2017-08-14 03:57:49 +0000 UTC
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I had hoped to begin building the control demo level this weekend but a major source control bug has got things stalled until the middle of this coming week. More news as that gets resolved.
2017-08-06 23:03:23 +0000 UTC
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Chuckles is one of Reese's henchmen. Once the boss of a smuggler gang, he let her take over as she led them into more profitable mercenary work. He wears a bandanna over his face to hide his disfiguring battle wounds.
2017-07-31 02:23:08 +0000 UTC
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I've gotten my workload manageable again and I can start back up on devoting my own time to the game again.
I've picked up a bunch of neat new assets for the environments, music, and effects, which will be incorporated next.
Most of the animations are cleaned up and the climbing is fixed, so...
2017-07-31 02:18:29 +0000 UTC
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The world of Gunbunny: Medea, the Hysminai, and modern history.
Medea is the flashpoint of all the events unfolding in the plot of Gunbunny. Located roughly in the center of Core Republic space, Medea is the second charter system in the Core (Amaranth being the first/origin and the capi...
2017-07-13 20:03:49 +0000 UTC
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Good news and bad news.
Bad news first-- I have 2 weeks to get all of our stuff moved back into my place before I leave for Chile, so the girlfriend can put her house up for sale. That means I will definitely not have any time to work on Gunbunny for a few weeks at best.
Good news -- t...
2017-06-15 18:30:57 +0000 UTC
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