alright, so…progress! since I got my unity pro trial, I’ve been able to start working on what is probably the ~thing~ of this game, which are the security cameras

between waves of enemies, you’ll be able to place/rotate a limited amount of security cameras on the walls of the mall, so that during the enemy waves, you’ll have a good idea of what’s happening in all the places where you aren’t. pretty useful stuff!

also: the enemies are after security tapes. if one is on the ground and not too far away, they’ll go after it. what a pain, right? so if you come across a tape on the ground, you can pick them up and carry them back to the security office. unfortunately, you can’t attack and carry at the same time, you have to drop the tape to be able to fight.

OH also I forgot to mention: the big ol’ white cylinder is your respawn point, you pop back there when you die. or, well, you’re a robot, so your consciousness is downloaded into that body, I suppose. respawn! 

oh, and I got my unity pro trial licence today! so I can get back into working on mallcop :3

lmao so I installed 3ds max last night and

omgggg it looks so confusing hahaha I need to find some total baby tutorials XD

on the plus side, I’ve totally got it so that enemies will aim for dropped security tapes, and when they get one, they’ll just head back home. I’m also adding in waves as we speak :)

(next up..actually attacking enemies! lmao. and the between-waves level state, where you can [spoiler], place traps, and [spoiler] before starting the next wave!)

no picture lol, but just a quick text update: I’ve got it so that enemies pick up security tapes from the goal, and try to carry them home. if they die, the tapes fall to the ground.

next up: making it so that enemies will just head to any tapes on the ground that are close to them!

alright, so: progress! I threw in some basic red walls just to keep everyone where they should be and whatnot, and also block off the sides of the level. they’re kind of intensely dodgy right now lmao but w/e. I’ll be careful not to get stuck between walls while I test things out.
the green squares are enemies (ah, dodgy programmer art!) strolling along the blue paths. there are four paths for them to travel that take them from their spawn points to the goal and then back again (they get deleted when they reach home, and you’ll lose a life, basically. if you defeat them before they get back home, the security tape they’re carrying will be dropped where you defeated them, and an enemy can pick it up and go home from there. so…don’t let them reach the goal! you’ll regret it!
when the player attacks an enemy, they’ll retaliate and get off their path, but they won’t seek out a player under their own steam (unless they’ve reached the secret tier 2 upgraded level………….), they’re more interested in getting to that goal point.
( most of those last two paragraphs aren’t ingame yet though, lol. I’ve been houseworking most of today >:( )

alright, so: progress! I threw in some basic red walls just to keep everyone where they should be and whatnot, and also block off the sides of the level. they’re kind of intensely dodgy right now lmao but w/e. I’ll be careful not to get stuck between walls while I test things out.

the green squares are enemies (ah, dodgy programmer art!) strolling along the blue paths. there are four paths for them to travel that take them from their spawn points to the goal and then back again (they get deleted when they reach home, and you’ll lose a life, basically. if you defeat them before they get back home, the security tape they’re carrying will be dropped where you defeated them, and an enemy can pick it up and go home from there. so…don’t let them reach the goal! you’ll regret it!

when the player attacks an enemy, they’ll retaliate and get off their path, but they won’t seek out a player under their own steam (unless they’ve reached the secret tier 2 upgraded level………….), they’re more interested in getting to that goal point.

( most of those last two paragraphs aren’t ingame yet though, lol. I’ve been houseworking most of today >:( )

so my goal over the holidays (well, one of many goals lmao) is to prototype this game idea my group had that we didn’t make and that I’ve been ~secretly~ refining on my own (basically I just had a few cool ideas for it the other night lmao)
I downloaded and installed unity on my home pc just a little while ago, and got started! I plan to keep you guys super updated with my progress (from cubes to scripts to hopefully learning the basics of 3ds max and making a few models for it to making fun sound effects!), with screencaps and stuff.
I don’t know how interesting this is going to end up being? but it is happening anyway! going to be tagging it “livedev: mallcop”, so feel free to TS that if somehow the idea of watching someone make a video game sounds boring and sucky to you.
so this is Progress Screenshot #1! the game is hopefully going to have a few levels, but because gameplay is basically going to be the same on all of them, I just picked my favourite of the level design scrawls in my notebook and decided to start there. the blue parts are the walkable areas, the green thing is a vending machine, the yellow box is the enemy goal, and the red thing is a block of shops. you guys have been to shopping centers, you know how they work! when I put the other walls in, they’ll be red too (until I make textures haha).
I’ll post more features of the game (and the, you know, whole premise…) when I start getting them working and in-game. let me know if you feel like helping me playtest this and stuff as I go, also! balancing games is always hecka troublesome for just the person making it to do.

so my goal over the holidays (well, one of many goals lmao) is to prototype this game idea my group had that we didn’t make and that I’ve been ~secretly~ refining on my own (basically I just had a few cool ideas for it the other night lmao)

I downloaded and installed unity on my home pc just a little while ago, and got started! I plan to keep you guys super updated with my progress (from cubes to scripts to hopefully learning the basics of 3ds max and making a few models for it to making fun sound effects!), with screencaps and stuff.

I don’t know how interesting this is going to end up being? but it is happening anyway! going to be tagging it “livedev: mallcop”, so feel free to TS that if somehow the idea of watching someone make a video game sounds boring and sucky to you.

so this is Progress Screenshot #1! the game is hopefully going to have a few levels, but because gameplay is basically going to be the same on all of them, I just picked my favourite of the level design scrawls in my notebook and decided to start there. the blue parts are the walkable areas, the green thing is a vending machine, the yellow box is the enemy goal, and the red thing is a block of shops. you guys have been to shopping centers, you know how they work! when I put the other walls in, they’ll be red too (until I make textures haha).

I’ll post more features of the game (and the, you know, whole premise…) when I start getting them working and in-game. let me know if you feel like helping me playtest this and stuff as I go, also! balancing games is always hecka troublesome for just the person making it to do.




20 . f . aus
fandom, feminism, fabulous game devving.
ao3 . tindeck

silence of the babes:
ladies of the hannibal franchise

Some Games I've Made:
» Rogue of Heart:
a Homestuck visual novel.
» Puzzlestuck:
a text adventure set in an OC Sburb session.
» You're Going To Be Fine:
an original, linear text game.
» Pokemon: Pure Heart!
A pokemon fangame.

bg by goat-soap