Wednesday 27 November 2013

Added in the sounds for the explosions and for firing off shots. Tweeked hit boxes for projectiles so its easyer to shoot stuff.
Ive made both the lasers and missiles turn into sparks, heat waves and explosions on impact. Civs will die if the projectiles touch them.

Im working on a way to expand a collider outwards when the missiles explode to kill anything that it touches from size 1 and then when its fully grown to size 15. (Just having a collider wont work as the collider will just spawn and will not trigger as the other objects will not pass through the collider, but rather they will just be inside the collider at all times.)




Ive also written most the Cop AI and will implement that as soon as either Max or Maya deside to install on my pc.

Ive fixed most bugs now including the car camera and ive tweeked turret mode so its more viable as a means to move around.

I still need to fill some holes with props and cluster around some civs in other places. As well as needing to fix the end mission bug and mini map bag...

Im also writing sound tracks so I will try to implement those, I also have a run animation that I will put in with the cops. (then ill make a quick jump and shoot)

Monday 25 November 2013

Today, I made the missiles explode on impact and cause an explosion (with sound and shockwave that affects props)

I edited sounds for shooting off the missiles that I will put in when I have time.

Saturday 23 November 2013

Added a waypoint that always points towards the objective on the mini map.

Coded the Cop Ai... Now Just need Mudbox to let me export the mesh...

Then Ill decorate with windows and crowds of ai civilians.
Heres the link to my latest video:

http://youtu.be/PVoUiJzt-aE
OK, Ive fixed the problems with the videos, so I will make a video and post it on youtube tonight.

Sorry about the delay.

Wednesday 20 November 2013

Having trouble capturing videos atm... Not sure why, but I don't have the time to check it out...

Monday 18 November 2013

Upgraded my Dev PC today, so I'll upload gameplay from my latest build of inStasis... Now that my PC can actually run it on anything Higher than low.

Monday 11 November 2013


Fixed problems with player rig. Improved player model.

Adding props and background code into the city to give it 2 important things. Life and Density.


Not only does it add colour to the grey scene, but it also adds things for the player to manoeuvre through while flying, a big part of any open world game.

Friday 8 November 2013

Im uploading the latest build of my semester project here: http://puu.sh/5cUnx

InStasis README

Build 1.09

InStasis is my semester project. It is non-profit and free in its current state.

It is not a representation of the final game in any way and is highly open to change and therefore input is highly appreciated.

InStasis is in many ways, an ode to my favourite games. Ratchet and Clank and Jak and Daxter. You should be able to tell right now how much its already like those games, and it will be even more so when its done.

Right now the plot is thin, so all you need to know is that the main character is stranded on a space island helping the rebels fight against Stasis, the company keeping the city afloat in space and is also secretly running everything.

You will need a Controller for your PC.

Secondly. The game runs on anything from an old laptop of mine with 2gb or ram, a dual core at 1.2ghz and a Intel gpu that cant even run COD 4 on lowest settings above 15fps.
It runs well on medium settings at 1080p on a quad core, 4gb of ram and a 7750 (550ti)

Now, onto known bugs.

1) It takes a while to start.
2) The start screen is buggy and has a red sky box and is not the latest version.
3) The players animations are not in yet.
4) The aimer is required to be active to move (press < on the D-pad)
5) While in the car the mini map is completely wrong.
6) The player can fly if you hold down LT (my bad)
7) Various holes in the environment.
8) The map glitches out through objects.
9) The player sometimes rotates.
10) REQUIRES CONTROLLER (I'm currently sifting through thousands of lines of code to re-implement mouse and keys, hence something's work, like the mouse, and others don't)
11) The splash screen is alittle... Bad...
(cant think of anything else right now)

If you do find something, just comment here on the blog and I will fix it: http://canyoudigit-gamedev.blogspot.com.au/

By: Juan van Litsenborgh