Monday, November 16, 2015

Slasher's Dead: The Final Post... mare.

Whelp. Might as well completely abandon attempting to make Slasher. There is now a Friday the 13th game, where you play as Jason or the counselors. Anything I make will appear that I'm ripping them off. There's no way to compete with it, no matter how many unique ideas I throw into it. I know I'd never finish making mine, but it's been fun studying slasher films, and categorizing their aspects. No one's been watching or reading this, so blargle fart balls.

Saturday, June 22, 2013

A Change of Direction

I'm not tossing out everything I've made so far, but I am pausing where I am with the RPG Maker version. I'm going to attempt to make Slasher in Unity. I can add so much more depth to the game, but I will need the help of a programmer. Unlike RPG Maker, Unity doesn't come with everything prepackaged for you. If anyone has any experience with scripting in Unity and wants to work with me, shoot me a message. I'll have some shots of my progress in Unity soon.

Friday, April 19, 2013

More?

More.

I'd taken a break fro.m working on the game, but I've picked right up and have been working on things.

First of all, a mock up of the CD cover:
I threw together uncolored victim characters over images from CG Textures just to get an idea of how it could look. The character images are part of the art that'll be used for the manual.

I've drawn up other art for the manual and to use in the game.





I'll be giving away the originals as higher tier rewards. Neat!

I'm most likely going to go with an 8 panel CD insert just to keep the cost lower, but I should be able to cram a lot of information on there.

I've been experimenting with different ways of changing brightness and saturation and I think I've come up with a good solution: I've made transparent black and white duplications of sprite sheets that can be layered over the base layer. Sure, that means 3 times the sheets, but they're already part of the rendered layers. You have the option of shifting hues from 0 to 99, shades from 0 to 9, and saturation 0 to 3. That's 4000 possibilities for each piece. There are limits for certain parts, such as human skin staying in within natural ranges.

Thursday, February 14, 2013

More!

I've made a blood transfusion bag for the heads-up display. Once it's full, you can get a temporary stat boost.

I've made 4 more kill skulls.
Worker, Cop, Arch-nemesis, and rival slasher

Wednesday, January 16, 2013

Graphics Stuff

The weapon proficiency system is done. It was a small script and I wrote it on my phone, except I had to use parens ( ) instead of brackets [ ]. It was mainly a for loop, but I can still be proud of figuring that out.

I've been working on backdrops. They go behind your equipment slot dummy.

Chalk outline, open grave, casket, and dirty mattress
I'm also doing some work on the main display. I'm working on making hearts as a way of viewing your approximate health. Each race will have a set of hearts.

Human, Undead, Spirit, Werewolf, Vampire, and Hybrid
Victim kills will be represented by skulls dressed up as their corresponding character type.

Jock, Popular Girl, Token Black Guy, Stoner, and Final Girl
The Jock has the same helmet as Commander Keen, the Final Girl looks like Velma Dinkley, and the Token Black Guy has a Jheri curl.

Leave some feedback. It'll help this game get made.

Thursday, November 29, 2012

Fast Recovery

My original project file had become corrupt. Fortunately, I've been able to get the scripts back. I'd started recreating the most difficult parts first.

I'm nearly done redoing the menus. I've made a slotted inventory that'll include various backings, such as coffins and dirty beds.

I've made a little script that lets me change the weapons that the victims drop, since they don't have an inventory of their own. Now, I just need to figure out a way of making it so that when a victim goes near a weapon they can pick up by using the script.

The stat system is now called SLASH - Strength, Logic, Agility, Senses, and Hardness. If you're a human, the stats default at all 5, but you can reassign them at a minimum of 1 or a maximum of 10. Other races can set certain stats between 0 and 20.

I'm trying to implement a weapon and skill proficiency system. Depending on what type of weapon you're using (bludgeon, sharp, projectile, or trap) or skill (sneak, lockpick, or social) you'll get a small bonus depending on your SLASH stats and the points you spend on them each level.

Saturday, September 22, 2012

Clothing Setup

The way I have the clothing setup should be pretty apparent with the following image:

Each clothing section can have it's own color. This lets you recreate your favorite killers, such as
Freddy

Jason

Chucky

or create your own.

Soon I'll have the little additions for clothing, such as pockets, buttons, collars, etc. I'm also working on as many masks as possible. Each mask can be customized with one or two different colors. That list is after the jump.

Most of my (very small) traffic is coming from Cracked, mostly from the Tragically Non-Existent Game thread. So it looks like people are interested in the idea of the game. Comment on here, PWOTers. Your comments can only help... probably.