Change Log 4/25/14
Added:
-A new eating mechanic where the player has to constantly click on the left mouse button to completely eat an NPC
-The plate mechanic has been re-introduced albeit it a much better fashion
-Possibly fixed a game breaking issue with the neckbeards dying to their own gibs when you are eating them making the player be stuck in an infinite loop
-Populated the cafeteria with the new environmental models
-Populated the janitor close with the new environmental models
-A better cut scene for the elevator scripted event (new animation and sound effect)
-Minor level geometry adjustments
Known issue:
-Game might break if you try to eat the cafe neckbeard when it is hit by gibs causing the neckbeard to be destroyed in the process before you could actually eat him. Press F1 to force restart the game.
4/25/14 Build
4/25/14 Build with Plate Mechanic
Friday, April 25, 2014
Tuesday, April 22, 2014
Anas Azmi Week 2 & 3 Update
Things I did the last 2 weeks:
- Remade the animation for Zedna eating the neckbeard
- Made animations for the neckbeard and the civilian tripping & getting up
- Made Zedna's animation for the elevator cutscene
- Remade the Not Food texture for the walls
- Made the plate that would be stuck on civilians when they are hit with a plate
- Make Zedna's animation for aligning her victims to face away from her
- Make a cutscene showing a kid wearing a plate with a zombie face drawn and getting attacked by neckbeards for it
The last 2 weeks were pretty rough to me. First, I hurt my feet to the point that I couldn't stand (and consequently couldn't come to classes & the meetings; took about 5 days to recover). Next, I went to DC the weekend before last (there's an event I had to attend). Lastly, I caught fever on Monday last week and was stuck in bed the rest of the week (again, missed several meetings). As a result, I couldn't get much done.
Monday, April 21, 2014
A More Populated Janitor Closet
Friday, April 18, 2014
Update 4/19/14
Change log 4/19/14
-Neckbeard in the cafe scene is now edible
-Added TV News Cast sound in the TV Room
-Fixed the timing issue with the Elevator scripted scene
-Spawned gibs can now stun and kill Neckbeards
-Various small bug fixes
Know Issues:
-Sound is still having problems playing for the civilians in the cafe room
-Sound is still having problems playing for the Neckbeards in the gauntlet room
-Can't think of anymore off of the top of my head at the moment
Build 4/19/14
-Neckbeard in the cafe scene is now edible
-Added TV News Cast sound in the TV Room
-Fixed the timing issue with the Elevator scripted scene
-Spawned gibs can now stun and kill Neckbeards
-Various small bug fixes
Know Issues:
-Sound is still having problems playing for the civilians in the cafe room
-Sound is still having problems playing for the Neckbeards in the gauntlet room
-Can't think of anymore off of the top of my head at the moment
Build 4/19/14
Monday, April 14, 2014
Friday, April 11, 2014
Most Recent Weekly Build
This week. Cary and I did bug fixing and level editing tweaks. And as in his previous posts, a gib system has been implemented. Gaze in awe at random bits flying everywhere as you eat people's brains!
Most Recent Build
Most Recent Build With Distraction Zombie Plate Throwing Mechanic
Changelog 4/11/14
-Fixed the poof particles
-Fixed the elevator door animation in the cafe
-Fixed the scripted TV room
-Added zombie plates to all of the civilians
-Moved audio source for the choir sound to the febreze bottle
-Added gibbing system
-Various tweaks to particle effects
Known Issues:
-AI could get stuck in obstacles
-In game sounds could not be playing correctly on the NPCs
-Also some of the audio sources have a wide range which could be heard from halfway across the map (i.e. random choir noise or the elevator music)
Most Recent Build
Most Recent Build With Distraction Zombie Plate Throwing Mechanic
Changelog 4/11/14
-Fixed the poof particles
-Fixed the elevator door animation in the cafe
-Fixed the scripted TV room
-Added zombie plates to all of the civilians
-Moved audio source for the choir sound to the febreze bottle
-Added gibbing system
-Various tweaks to particle effects
Known Issues:
-AI could get stuck in obstacles
-In game sounds could not be playing correctly on the NPCs
-Also some of the audio sources have a wide range which could be heard from halfway across the map (i.e. random choir noise or the elevator music)
Thursday, April 10, 2014
Alpha 0.07
We have another new build for you. We're trying to hit on a mechanic that is inherently funny - for this one, we're trying out a way to put Zombie Masks on civilians, distracting neckbeards and allowing you to escape.
The main level is available here.
And, as always, please leave your feedback here.
The main level is available here.
And, as always, please leave your feedback here.
Tuesday, April 8, 2014
Anas Azmi Week 1 Update
Things I did last week:

We're back in action! We did a lot of playtests, and we got lots of good feedback, so we're going to change our development plan accordingly. One of the things we're going to fix is the fact that our game mechanics aren't funny, and we're implementing some wacky mechanics that, hopefully, we can show in our next build.

- Made a new brain model
- Animated the new brain model
- Made a script to swap wall textures to Not Food when Zedna is hungry
- Made wireframe versions of the spray bottle and the elevator for highlighting
Things I'm planning to do this week:
- Remake the wall textures
- (Possibly) make particle textures
- Make environment models
- Make gibs

Saturday, April 5, 2014
4/5 - The Player Feedback Build
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