Author Topic: [COMPLETE] The Pit of 100 Trials  (Read 64667 times)

Increasing prices, then?
Also, what is this Old School pack you speak of? All I could find is the Old School rifle.
http://forum.blockland.us/index.php?topic=289425.0



i like these ideas

i think most of them are possible, albeit with extreme technical-ness.

PROGRESS REPORT
Day 14
1/2


help

no day 13 for you poor suckos

sorry



anyway, i've been messing around with the whole Bot Hole system to see if it's feasible to use that instead of 20 events for each spawn

to be honest there is a LOT that can be done with bot holes, so that's actually pretty cool
better AI, sort of
albeit it's somewhat complex so

it'll take a while to figure out


PROGRESS REPORT
Day 14
2/2

to make up for my lack of day 13


the build has been worked on slightly. that's about it. and the bot holes.

TO-DO LIST
  • create tons of bot holes for tons of enemies
  • add enemies for the already-completed 50 rooms
  • refine the build so that it's actually playable and all the shops work
  • start setting up so that testing can be done
  • actually start testing
  • construct the other 50 rooms after testing


OTHER NOTES
bot hole endeavors are not without me not knowing what i am doing


what does this error represent
« Last Edit: February 09, 2016, 09:32:57 PM by The Resonte! »

Room full of Neonational socialists

also Shrek should be a nice enemy/boss

wait
You haven't been using bot holes this whole time?!

wait
You haven't been using bot holes this whole time?!
i mean i've been using bot holes, albeit with 20-ish events per bot hole so it has all the weapons and appearance and whatnot



but now i've been looking into creating custom multi-purpose bot holes so their AI is mostly done

PROGRESS REPORT
Day 15

more bot hole screwery

now they can have neato effects like random invincibility or invisibility or super jump or explosions on damage or on touch
...probably


TO-DO LIST
  • create bot hole system - probably release it if it works
  • make tons of enemies using the bot holes
  • add enemies for the already-completed 50 rooms
  • refine the build so that it's actually playable and all the shops work
  • start setting up so that testing can be done
  • play it 20 times to make sure it works
  • private testing
  • actually start public testing
  • -
  • construct the other 50 rooms after testing
  • finish


OTHER NOTES
hooray for copy & paste

special thanks to badspot and rotondo for my shameless ripping of code blocks

still give enemy ideas

PROGRESS REPORT
Day 16

more dumbness with bot holes and build prep, mostly shop systems

i forgot to take a picture


TO-DO LIST
  • create bot hole system - probably release it if it works
  • make tons of enemies using the bot holes
  • add enemies for the already-completed 50 rooms
  • refine the build so that it's actually playable and all the shops work
  • start setting up so that testing can be done
  • play it 20 times to make sure it works
  • private testing
  • actually start public testing
  • -
  • construct the other 50 rooms after testing
  • finish


OTHER NOTES
these enemies take a while aaaaaa

keep this up. when I get not-busy, I can help you out with coding if you need.

guy who deals flat unavoidable damage (raycast?) after a period of charging that can be interrupted by damaging him, but he's super tough
guy who deals flat unavoidable raycast damage after a period of charging who can be interrupted by killing him and he doesnt have much health but he comes in like packs of 10
guy who jumps really high and will not stop forgetin jumping
guy who jumps really high but falls really slow and sloooowly descends on you, firing (an airstrike?) as he goes
guy who alternatively is completely invincible and immobile, or vulnerable and firing his gun
guy who radiates an aura that makes nearby enemies invincible until you kill him
guy who moves slowly but constantly emits force explosions that budge you around, with the intent of loving up your spacing and making it hard to dodge enemy fire
guy who is alternatively forgetin invisible, or firing at you with a shotgun
guy who 'spalls' whenever you hit him, causing him to emit a weak explosion that deals enough damage to matter but not enough damage to kill you in like one hit
guy who goes invisible on hit and attempts to hide. when he reappears he stops moving and tries to take a pot shot at you with a big gun
guy who is always invisible but he's also always firing an automatic weapon, blowing his own cover

guy who is surrounded by a number of other guys who all fire after he fires
guy who is surrounded by a number of other guys who maintain in formation (and are very tough) until one of them dies, at which point they all freak out and start running around shooting wildly in a panic
guy who summons water. killing him causes the water to slowly drain, but the water only really serves to forget up your movement and make it really hard to jump
guy who, upon death, splits into many smaller guys (justify this as little as possible, to be extra confusing)
guy who doesn't even attack you really he just kinda shoots bullets everywhere and they bounce around and make life hard for you
guy who fires at you a little bit, then suddenly warps away like BZOW and then he shoots at you when he reappears
guy who is very tough and constantly fires a weak automatic weapon that is unintimidating at first gets stronger and stronger until ultimately hes super powerful and oh nO YOU SHOULD HAVE KILLED HIM WHILE HE WAS WEAK
guy who clones himself whenever he jumps to make life even worse for you
mysterious guy who 'moves' by teleporting 3 studs in the direction he wants to go and leaves a clone to continue firing on his target who is weak enough to kill easily but will quickly overwhelm you
guy who appears when you enter the room, disappears after a second (not even attacking you), and then re appears sometime later to catch you off guard with his surprise sniper rifle
guy who upon death turns into a turkey that will heal you to full health!
guy who places a Sick Voodoo Curse on you that will cause you to take double damage until you kill him
guy who actually slowly heals a random player but still fires on all the other players which means that ideally that random player would body block everyone from killing his friendly healing friend
guy who is standing on the shoulders of another guy and shoots in the same direction his friend shoots, turning them into a rare and threatening double davis
guy who is simply invulnerable to damage from the front but is otherwise just a normal enemy
guy who is simply invulnerable to damage from the back but is otherwise just a normal enemy
a variant of either of those two guys but instead of just taking shots to their weak points like an idiot hitting them causes them to turn around on the spot like 'whooOop' and actively target whoever just hit them
a shark. he is useless, because he is a shark, and there is no water.
a 'guy' who is invisible from the waist up, because oH NO HES HALF SHARK

miniboss type guy who fires a projectile that explodes (dealing damage over a small radius) and fragments into another projectile when it hits a wall, then another projectile when that hits a wall, then another projectile when that hits a wall, until there are exactly 64 projectiles bouncing around. then they all disappear, and you can attack the guy again
miniboss type guy who fires at every player in the room with a powerful fast moving projectile (that can be dodged, note) who is easier to deal with when there are multiple players because there's a longer period of time when players don't have to dodge. as the player count rises above certain threshholds (every 3 players?) more of them simply spawn, to cover more ground
miniboss type guy who just jumps around sending shockwaves everywhere. to defeat him is a game of keep-away. whats more important is that hitting him causes him to bounce around but only early in his jump, which means that if youre particularly inclined to richardery you can shoot him into other players causing goofy bullstuff
« Last Edit: February 12, 2016, 01:14:00 AM by Bushido »

Quote
guy who fires at you a little bit, then suddenly warps away like BZOW and then he shoots at you when he reappears
Like the wizard in Four Swords?
ugh

yeah but unlike in four swords you have a gun, and many friends with guns and many friends

PROGRESS REPORT
Day 17

same as yesterday
shop work, bot hole screwery

i should probably have about 9 'ability' bots ready soon, very simple, very versatile


TO-DO LIST
  • add the last of shop systems and preparations
  • create bot hole system - probably release it if it works
  • make tons of enemies using the bot holes
  • add enemies for the already-completed 50 rooms
  • start setting up so that testing can be done
  • play it 20 times to make sure it works
  • private testing
  • actually start public testing
  • -
  • construct the other 50 rooms after testing
  • finish


OTHER NOTES

keep this up. when I get not-busy, I can help you out with coding if you need.
yeah i have about three simple code-related questions


guy who is surrounded by a number of other guys who all fire after he fires
guy who is surrounded by a number of other guys who maintain in formation (and are very tough) until one of them dies, at which point they all freak out and start running around shooting wildly in a panic
guy who summons water. killing him causes the water to slowly drain, but the water only really serves to forget up your movement and make it really hard to jump
guy who, upon death, splits into many smaller guys (justify this as little as possible, to be extra confusing)
guy who doesn't even attack you really he just kinda shoots bullets everywhere and they bounce around and make life hard for you
guy who fires at you a little bit, then suddenly warps away like BZOW and then he shoots at you when he reappears
guy who is very tough and constantly fires a weak automatic weapon that is unintimidating at first gets stronger and stronger until ultimately hes super powerful and oh nO YOU SHOULD HAVE KILLED HIM WHILE HE WAS WEAK
guy who clones himself whenever he jumps to make life even worse for you
mysterious guy who 'moves' by teleporting 3 studs in the direction he wants to go and leaves a clone to continue firing on his target who is weak enough to kill easily but will quickly overwhelm you
guy who appears when you enter the room, disappears after a second (not even attacking you), and then re appears sometime later to catch you off guard with his surprise sniper rifle
guy who upon death turns into a turkey that will heal you to full health!
guy who places a Sick Voodoo Curse on you that will cause you to take double damage until you kill him
guy who actually slowly heals a random player but still fires on all the other players which means that ideally that random player would body block everyone from killing his friendly healing friend
guy who is standing on the shoulders of another guy and shoots in the same direction his friend shoots, turning them into a rare and threatening double davis
guy who is simply invulnerable to damage from the front but is otherwise just a normal enemy
guy who is simply invulnerable to damage from the back but is otherwise just a normal enemy
a variant of either of those two guys but instead of just taking shots to their weak points like an idiot hitting them causes them to turn around on the spot like 'whooOop' and actively target whoever just hit them
a shark. he is useless, because he is a shark, and there is no water.
a 'guy' who is invisible from the waist up, because oH NO HES HALF SHARK

miniboss type guy who fires a projectile that explodes (dealing damage over a small radius) and fragments into another projectile when it hits a wall, then another projectile when that hits a wall, then another projectile when that hits a wall, until there are exactly 64 projectiles bouncing around. then they all disappear, and you can attack the guy again
miniboss type guy who fires at every player in the room with a powerful fast moving projectile (that can be dodged, note) who is easier to deal with when there are multiple players because there's a longer period of time when players don't have to dodge. as the player count rises above certain threshholds (every 3 players?) more of them simply spawn, to cover more ground
miniboss type guy who just jumps around sending shockwaves everywhere. to defeat him is a game of keep-away. whats more important is that hitting him causes him to bounce around but only early in his jump, which means that if youre particularly inclined to richardery you can shoot him into other players causing goofy bullstuff
woa

forget I completely forgot about the building
will get to it tomorrow

PROGRESS REPORT
Day 18


BIG ROOMS
these were way too difficult to make

all ability ai bot holes except one are completed, afterwards is implementation
i like how they turned out

4/5 lobby shop systems done
(although there is a bit more to do there...)


TO-DO LIST
  • add the last of shop systems and preparations
  • create bot hole system - probably release it if it works
  • make tons of enemies using the bot holes
  • add enemies for the already-completed 50 rooms
  • start setting up so that testing can be done
  • play it 20 times to make sure it works
  • private testing
  • actually start public testing
  • -
  • construct the other 50 rooms after testing
  • finish


OTHER NOTES
i need better lights
ones that are relatively dim, but are very wide
it's not easy to see in large areas as you can see in the image, and i don't want to use tons of lights because of the light limit


also does anyone know how to mount an emitter onto a player/bot object
« Last Edit: February 13, 2016, 09:08:51 PM by The Resonte! »