04 October, 2008

Blog moves!

I have decided to move this blog to wordpress. http://zpuswarehouse.wordpress.com/ - new link, now you have no excuses :)

25 September, 2008

Expanded Tech Demo!

This is a longer version of the tech demo. There are several add-ons, and will give greater scope to gameplay. There are a few things to do and see, so check it out. It includes everything you need to play, so no worries.

22 September, 2008

Limited tech demo now availible!

Here is a limited tech demo, not much is available, but it will give you an idea of how the game will run.

For those of you without the RPGVX RTP (Runtime package) you will need that as well you can find that here. Its the second link down, sorry for the inconvenience at this point :(. Install the RTP then install the game. I will upload a demo later that includes both in one rar file. :) Cheers!

21 September, 2008

Screenshots for ya!







I took some shots of the opening and first "Safe Zone" inside the Warehouse. I'm getting closer to a testable demo, but I want to make sure I don't have to make a dozen fixes upon release.

20 September, 2008

Updated opening sequence

I have altered the opening to include as much information as I can. I hope to give players lots of story and background information to follow along as they play though the game. As always this can be skipped and picked up later on as well. Remember the more you find, the more you will receive in specials and extras later on. I'm going to add a few new snapshots later on today. I have some item icons and such I have been working on.

10 September, 2008

Some fogs for ya.


I've added a fog to take care of all the extra rigging and ceiling equipment. This should provide a cluttered feeling to the game. There are a few more pieces I need to work out before I go back to the skills system. I'm going to shoot for 10-15 fogs by the time I'm ready for the full game, 2-3 by the time I'm ready for the demo.

06 September, 2008

On Hold

I'm going to put this on hold for a week or so, I have been offered money to produce tiles for another project. Although I will inevitably end up with extra tiles for the warehouse so it's not a total hold just a hold in general. I'll still be adding to the blog, just a bit slower than normal.

31 August, 2008

Testing...

Testing the skill list and seeing what can be pulled off. I have several ways skills can be used in game, using the combat engine, on screen skill check methods, item use, and the skill itself from the menu to produce on screen results. I still don't have any extra screenshots, but I want to make sure they work flawlessly before I show them off.

28 August, 2008

Skill system layout

I'm planning many skills to be used. I have come up with a system that will allow players to have a wide variety of options when beginning a new game. Here are the basics, and I will be expanding as I test each skill to make sure it works the way I would like it to.

Basic skills - Skill names will be changed at a later date

Mechanical lock picking
Electronic lock picking
Terminal Interface - Hacking
Search
Rigging
Repair structure
Demolitions
Swimming
Zero gravity
Salvage

Some skills will use a modified combat interface (screens to come when the graphics are completed) and some skills will have equipment required to use them properly. As I have said before, I intend to focus on exploration and puzzle solving, although combat is scheduled for later.

27 August, 2008

New sprites!



I forgot Famitsu has a VERY nice sprite creation program. I'm not all that great with sprite creation, although I made a special ZPU sprite from a few parts out of the RTP. I'll add the sprites to the pics so you can take a look.

26 August, 2008

Preview screens.




Just a small look at some of the new pieces I've been working on. I plan to have MANY options for color, logo, and style. Some are originals, some are recolors or reworks from the RTP tileset. I'm shooting for a vast mix of both but I will try for more original pieces.

25 August, 2008

Evolved skill system!

I managed to convert the combat system to act as an interface for some skills. I think this may be an easier way to focus the game on skill use, puzzle solving, and exploration. Expect some snap shots and artwork to arrive later tonight or tomorrow. I'm working on the artwork and naming scheme to make the combat engine look and act more like a skill test interactive menu. Bear with me because it may take a few tries to get it right.

24 August, 2008

Readying the warehouse.

Getting the kinks worked out so a demo game can be set up. Mostly script integration and skill refinement. I'm working on a new combat type skill system, more to come on that as things progress.