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Weekly Game Update – “Defective” #8


Oh crap, I’m late.  About 12 hours late.  I hope you didn’t wait here all day for this post.

Flash Game Development Update

Before we begin, I’d just like someone to tell me where the hell Paul D’Amora is.  I know he didn’t get a life or anything, so I’m just wondering, thanks.

Alright let’s get into it.

General Stuff:

Lot’s of game work this week.  I think I found a pretty good groove where I wake up, go through my morning routine, make a mean cup of coffee, and get to work.  Sprinkle in a few Bad Company 2 game breaks and some pool time and you have a recipe for success!

In Don’t Panic news, I’m waiting for some very slow sponsors to get back to me regarding sitelocks/payment before I can write up the post mortem on that game.  Hopefully that’ll happen this week.

I’m going to go out on a limb here and say Defective will be released on October 20th.

I’m not even joking.  Here’s my thought process:

  • Okay, I still have a good amount of work ahead of me, so factor in at least a month of work.
  • Sponsorship – gotta wait for bids to come in.  Figure four to six weeks.
  • That brings us to late September/early October.

I’ve factored in my suckiness at keeping my promise when it comes to release dates.

Pictures Video!

I said I’d have a video, and I do!  It’s the reason this post is so late.  I spent a majority of today and yesterday getting the AI working, and I think I done did good.  In fact, maybe too good.  The AI currently kicks my ass so I’m going to have to figure out how to best dial down the difficulty.


  • Finished programming the two turret types.
  • Added three different block types that each act / react to bullets differently.
  • Added tons of sound effects (courtesy of as3sfxr).
  • Finished the “enemy spawner” objects which intelligently spawn enemies when in range of the player + with regard to the number of current enemies on the stage.
  • Added and programmed the four minion types and two of the main enemy types.
  • Added upgrades the player can find throughout the level (acceleration+, bullet damage+, etc…).
  • Added health/shield pickups that the minion’s can drop after they are killed.
  • Added HUD functionality to show when an upgrade / achievement has been obtained or when the game is saving.
  • Miscellaneous tweaks and fixes.

To Do:

  • Tweak AI and program the remaining 3 enemy types.
  • Add the main menu / level select screens.
  • Get a working level going (with a goal to reach).

And that’s it for this week’s Weekly Game Update, ladies and gentlemen.

I’ve had a long and frustrating weekend, so excuse me while I go relax with some Dragon Ball Z Kai.

Jealous?  Yeah, you are.

  1. FlashMush states: August 1, 2011 at 12:37 am

    Oct? I can wait that long for what is beginning to look like an awesome game!

  2. Ralph announces: August 1, 2011 at 10:46 am

    I bet you say that to all the ladies.

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