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 My Fabulous End of the World 
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Joined: Fri Sep 16, 2011 4:40 pm
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Post My Fabulous End of the World
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"My Fabulous End of the World" is a whacky first-person shooter with comic book style graphics.
It's developed my a single developer, Jack Trades, with a heavy focus on murdering everyone and destroying everything in the most gratuitous fashion as possible.
With a well-aimed burst of led you can easily separate a leg from it's owner, forcing him to pursue you without it. A rocket, shot directly into enemy crowd will please your eyes by sending their body parts, blood and equipment flying in all possible directions.

UPDATE:everything written here is incredibly outdated, I'll update it sometime later.
For now, here's a recent video of me dicking around with 2 of my friends in a test level.


Last edited by Jack Trades on Wed Aug 01, 2012 2:30 pm, edited 8 times in total.



Sat Oct 22, 2011 2:19 pm
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Post Re: My Fabulous End of the World - Development Log
http://dejobaan.com/wonderful/
Miiiiight wanna work on the name. Very easy to confuse the two.


Sat Oct 22, 2011 2:48 pm
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Post Re: My Fabulous End of the World - Development Log
Ouch. Yeah, I'll see what I can do.

By the way, have I told you that I'm planning to have a level where you jump down from buildings? I don't.


Sat Oct 22, 2011 2:58 pm
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Post Re: My Fabulous End of the World - Development Log
Nonsequitorian wrote:
Oh god please tell me it's moddable. That would be so sweet. I love pixely games with sound physics. Looking really great.

One thing, though. The bullets look like they move really slowly. Is that on purpose, to be fixed, or just an illusion?

It's not moddable but I can make it so. What kind of modability are you looking for?

Bullets move at 100 m/s (zombie is 2m high), it's on purpose. The bullets you see are fakes, it actually casts a ray and applies damage during a single frame, then it spawns a fake bullet.


Sat Oct 22, 2011 3:47 pm
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Post Re: My Fabulous End of the World - Development Log
Nonsequitorian wrote:
I saw those weapons and thought that moddability for weapons would be amazing. The fact that they are not three deeee objects in terms of looks makes it easy for the average joe shmoe to make a sprite for it. I just thought making weapons would be really cool.


You asketh and I shalt provideth.

Putting it on top of my non-existent to-do list. Things I can guarantee that you'll be able to mod:
Zombie textures, weapon textures, all(most) weapon stats.

EDIT: I do need a new name though, I liked this one.


Last edited by Jack Trades on Sat Oct 22, 2011 4:13 pm, edited 1 time in total.



Sat Oct 22, 2011 4:04 pm
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Post Re: My Fabulous End of the World - Development Log
Added this weeks supplementary video to OP.


Sat Oct 22, 2011 6:16 pm
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Post Re: My Fabulous End of the World - Development Log
Jack Trades wrote:
Bullets move at 100 m/s (zombie is 2m high), it's on purpose. The bullets you see are fakes, it actually casts a ray and applies damage during a single frame, then it spawns a fake bullet.

Gears of War had something similar.


Sat Oct 22, 2011 11:41 pm
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Post Re: My Fabulous End of the World - Development Log
mouse seems way too sensitive.


Sun Oct 23, 2011 2:01 am
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Post Re: My Fabulous End of the World - Development Log
Gotta say this looks awesome. I'll be keeping an eye on this.
Wait you can actually play it?


Sun Oct 23, 2011 2:59 am
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Post Re: My Fabulous End of the World - Development Log
If this is Using Sprites Can We Make Some? Such as A Cortex Command Easter Egg...Or Just Weapons.


Sun Oct 23, 2011 4:13 am
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Post Re: My Fabulous End of the World - Development Log
Wow, this one looks promising.
I hope the game keeps as good.


Sun Oct 23, 2011 5:03 am
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Post Re: My Fabulous End of the World - Development Log
Will the game be f2p or p2p?
Will there be fullscreen?
Are the guns going to be nerfed/zombies buffed? If no please make these guns super hard to get.

Also the zombie texture looks kind of odd, as do the animations. Blood also looks weird but I don't know why.
I really think this game holds a lot of promise. Once it's done you should try and get it on Steam!


Sun Oct 23, 2011 5:16 am
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there's already fullscreen, miggles.


Sun Oct 23, 2011 5:20 am
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Post Re: My Fabulous End of the World - Development Log
What about the mouse being "separate" from the aiming crosshair? It's wierd.


Sun Oct 23, 2011 5:24 am
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Post Re: My Fabulous End of the World - Development Log
Urch wrote:
mouse seems way too sensitive.

I'll add a setting for that later.
YHTFLKC wrote:
Jack Trades wrote:
Bullets move at 100 m/s (zombie is 2m high), it's on purpose. The bullets you see are fakes, it actually casts a ray and applies damage during a single frame, then it spawns a fake bullet.

Gears of War had something similar.

Most modern games do that in one way or another.
Sims_Doc wrote:
If this is Using Sprites Can We Make Some? Such as A Cortex Command Easter Egg...Or Just Weapons.

You cannot change weapon sprites yourself yet but you'll be able next week. I want to make as much of the game moddable as possible (like Cortex Command but without Lua).
Miggles wrote:
Will the game be f2p or p2p?
Will there be fullscreen?
Are the guns going to be nerfed/zombies buffed? If no please make these guns super hard to get.
Also the zombie texture looks kind of odd, as do the animations. Blood also looks weird but I don't know why.
I really think this game holds a lot of promise. Once it's done you should try and get it on Steam!

Working with game development as a full time activity was my dream since I've got my first ZX Spectrum when I was 7. I don't know yet. Right now, I'll be releasing free development builds for people to test. If when I've got most of my game finished, it gets popular then I'll try to either push it on Steam or other service.

There's fullscreen, you can change resolution and Windowed/Fullscreen modes in that little configuration window that pops up when you start the game.

There's going to be LOTS of zombies. I mean, I plan on having at least 100 of them on screen at once. I believe you'll need a decent gun for that.
Also, I haven't done any balancing at all and I've been working on it for just a week but thanks for your concern.

I can't do anything about animations, textures or blood unless you tell me exactly what's wrong. I think they look fine.
Asklar wrote:
What about the mouse being "separate" from the aiming crosshair? It's wierd.


If you're talking about the youtube video then it's my fault because I forgot to disable "Capture Cursor" setting in Fraps :P
You don't see the cursor when you plan actual game (unless it's windowed, I can still hide it though).


Sun Oct 23, 2011 10:02 am
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