Do please read the last post it really shows the history of my Game Development, Thanks :)
I just wanted to remind people that my new blog is still up and just hit its 30th Post, with a game that actually looks possible, Check it out here:
Do note that this is the last post that will be put up on this Blog, So make sure to post your comments on the new one! Thanks!
-Blake
Nov 5, 2014
Sep 1, 2014
The History of Bondo Games
I know this is sort of odd, but every time my skill level increases 5x more than it was I get the feeling I need a new blog to represent me. First it was
http://www.bondogames.blogspot.com/
Then I began creating my own scripts from scratch and moved to this blog
http://www.bondodev.blogspot.com/ (The one your currently on)
And finally I know am fluent in both JS and C# and I think its time to boost to the Ultimate Blog to represent me, one that I plan to use Professionaly and to express myself as a Programmer.
I have a lot of Creations and times into Bondo Games, from my first game to my next and next. Here are some Screenshots I have piled together from games I have made over time:
Thanks for reading, and thanks for sticking by!
You can check out what I'm doing now Here:
http://blakesdev.blogspot.com/
Again, thanks and I'll see you there!
http://www.bondogames.blogspot.com/
Then I began creating my own scripts from scratch and moved to this blog
http://www.bondodev.blogspot.com/ (The one your currently on)
And finally I know am fluent in both JS and C# and I think its time to boost to the Ultimate Blog to represent me, one that I plan to use Professionaly and to express myself as a Programmer.
I have a lot of Creations and times into Bondo Games, from my first game to my next and next. Here are some Screenshots I have piled together from games I have made over time:
![]() |
Alone World |
![]() |
Alone World V2 |
![]() |
Fallen Path |
![]() |
Alone World 2 |
![]() |
Radiated |
![]() |
The Big Room |
![]() |
TSW |
![]() |
BattleGround |
![]() |
Sub Rosa |
Thanks for reading, and thanks for sticking by!
You can check out what I'm doing now Here:
http://blakesdev.blogspot.com/
Again, thanks and I'll see you there!
Aug 27, 2014
Lack of Patches & SubRosa Features
I know there has been a lack of Posts, and Patches but I do want to assure you guys that I am still active in the field. In fact I am pleased to announce my game "Sub Rosa" is ready for the Greenlight, only it needs the $100 funds to do so. And since I have just about done everything to Sub Rosa I can until real testing gets going I have decided to not sit around and take on a new project (This post is actually a little late) But I have been working on something called "Axe" its a 'Secretive' project so I won't let you guys know what its about or what it is until its ready. All I will provide will be screenshots with a brief explanation and you guys will get to guess what the game is about.
Again sorry for the lack of posts but again, been busy school is coming up in a week and things have been a little chaotic, however just to assure you things are still getting done. Let me go over some of the features of Sub Rosa:
+ Ladder System
+ Health System (Server Sync)
+ Animation Syncng
+ Realistic Driving Physics
+ Inventory System (3 Items, 1 Equipment, 1 Special item)
+ Blood, Bullets, Sparks,
+ Death System (With Respawn Timer)
+ Server Creation
+ Error Logs (Detailed to the Situation)
+ Basic AI (Shoot at you, run, and can be killed)
+ Vehicle Details (Windows can be shot out, Wheels can be popped)
Or a Brief Feature List
+ Full Multiplayer Compatability (With Server Creation)
+ Detailed Car Physics and Extras
+ Advanced Shooting System
+ Inventory Picking
+ Basic AI Implementation
Again sorry for lack of updates, but the game is ready for Steam, it just needs the funds to be put up.
Thanks for reading, Feel free to leave a Comment and I'll see you in the next post! Stay awesome :)
[FeedBack]
Again sorry for the lack of posts but again, been busy school is coming up in a week and things have been a little chaotic, however just to assure you things are still getting done. Let me go over some of the features of Sub Rosa:
+ Ladder System
+ Health System (Server Sync)
+ Animation Syncng
+ Realistic Driving Physics
+ Inventory System (3 Items, 1 Equipment, 1 Special item)
+ Blood, Bullets, Sparks,
+ Death System (With Respawn Timer)
+ Server Creation
+ Error Logs (Detailed to the Situation)
+ Basic AI (Shoot at you, run, and can be killed)
+ Vehicle Details (Windows can be shot out, Wheels can be popped)
Or a Brief Feature List
+ Full Multiplayer Compatability (With Server Creation)
+ Detailed Car Physics and Extras
+ Advanced Shooting System
+ Inventory Picking
+ Basic AI Implementation
Again sorry for lack of updates, but the game is ready for Steam, it just needs the funds to be put up.
Thanks for reading, Feel free to leave a Comment and I'll see you in the next post! Stay awesome :)
[FeedBack]
Aug 9, 2014
48 Hour Challenge Results:
Well this was a bust.... 9 people entered the Contest. Not one of them Submitted their game, but yet are Online, half of them came up with excuses as to why they never even started. The other half never finished it.
Well anyways, here's the game I made for the Challenge: Put into a WinRAR File because otherwise the Browser blocks all Unity Files:
My Game Download: https://www.dropbox.com/s/c7tyf0cop9nrtwj/Mining%20Tycoon.rar
WinRAR Download: http://www.ashampoo.com/de/eur/lpa/wgeschenk
That is showing off one of the 5 Items used for Mining, There was a six that was a work in progress but I never got time to finish it.:
The image you will notice is blurry because the image is actually really small because its made out of very little pixels. But that Drill was the "Modern Drill" That game after the Factory Drill (The factory drill can be seen in the first image) But I never had the time to Implement it into the game. I probably might at some later point because I am thinking of posting this on the Microsoft App Store for free, and do a few adds on it to get some revenue for Sub Rosa. Which by the way is doing Great, improved car physics even more.
Anyways, Thanks for reading! Feel free to leave a comment, and I'll see you in the next post. Stay awesome :)
Well anyways, here's the game I made for the Challenge: Put into a WinRAR File because otherwise the Browser blocks all Unity Files:
My Game Download: https://www.dropbox.com/s/c7tyf0cop9nrtwj/Mining%20Tycoon.rar
WinRAR Download: http://www.ashampoo.com/de/eur/lpa/wgeschenk
Screenshot:
That is showing off one of the 5 Items used for Mining, There was a six that was a work in progress but I never got time to finish it.:
The image you will notice is blurry because the image is actually really small because its made out of very little pixels. But that Drill was the "Modern Drill" That game after the Factory Drill (The factory drill can be seen in the first image) But I never had the time to Implement it into the game. I probably might at some later point because I am thinking of posting this on the Microsoft App Store for free, and do a few adds on it to get some revenue for Sub Rosa. Which by the way is doing Great, improved car physics even more.
Anyways, Thanks for reading! Feel free to leave a comment, and I'll see you in the next post. Stay awesome :)
Aug 7, 2014
Bondo Games 48 Hour Challenge
Bondo Games 48 Hour Challenge
Welcome to the Bondo Games 48 Hour Challenge. You have 48 Hours to Create the Game of your Choosing, make sure it is Innovative, Original, and Creative. Your Game must fit the Challenge Theme and after Submitted, will be voted on by the Community, the top three games will then be voted on by three Anonymous Judges
Challenge Theme: Tycoon
Dimmension: 3D, 2.5D, 2D, even Text Based
Good luck, and Happy Programming!
Challenge: 8/7/14 ~ 8/9/14
Game must be Exported in Web Player form and Posted on any Website, then Send the link to my Email or Post it in the Comments!
blakegillman@Outlook.com
Welcome to the Bondo Games 48 Hour Challenge. You have 48 Hours to Create the Game of your Choosing, make sure it is Innovative, Original, and Creative. Your Game must fit the Challenge Theme and after Submitted, will be voted on by the Community, the top three games will then be voted on by three Anonymous Judges
Challenge Theme: Tycoon
Dimmension: 3D, 2.5D, 2D, even Text Based
Good luck, and Happy Programming!
Challenge: 8/7/14 ~ 8/9/14
Game must be Exported in Web Player form and Posted on any Website, then Send the link to my Email or Post it in the Comments!
blakegillman@Outlook.com
Aug 4, 2014
SR_13 & SR_14
So it has been a long time since a Post was made, mainly because I lost internet for quite some time. But I have it back for a little white and I decided the best thing to do was to share with you guys the progress that is being made. So since I haven't been able to post for awhile so I have actually two patches prepared for you guys.
SR_13:
(Scroll to Bottom for a Hi-Light of Major adittions)
New Features/Improvements:
First 'Construction' Building, creating a bigger sense of Scenery
Replaced all Road / Sidewalk with a new one
Changed how "Instant Planes" Behave (Blood, Bullet Holes, etc)
Adjusted 'Trailer' part of the Main Menu
Replaced Sparks with new ones
Game now has a 'World Limit' that Generates in every Direction, going past this Limit will alert you to go back, going too far past it will kill you
Added Water all around the City
Completely Re-Designed the look of the HUD
Shooting now Generates from the Barrel of the Gun instead of from the Camera
Your Cursor changes when starting the game
Your Cursor changes when holding a Gun
You now drop your guns on death and go into an Overview look of the map
Headshots multiply your guns damage by 3. (Basically a Instant kill with most guns)
Added Cash so now Players can buy Guns, Vehicles, and Etc (Currently only Weapons are setup to be bought)
Added Error Pop-Up for Attempting to Connecting to Multiplayer with no Internet
Added the Ability to Create your Own server
Added 'Join Random Room' Button to Multiplayer Menu
Fixed Glitches/Bugs:
Fixed 'Dual Generating' Cameras Problem created on Death
Fixed Player Shooting themself when falling
Fixed Player going into Negative Health
Thanks for Reading! If you have a Suggestion, find a bug,
or just want to say hi, feel free to email me at:
blakegillman@Outlook.com
Highlight of Features:
+Added Construction Building
+Shooting Generates from Barrel of Gun
+HUD Completely Re-Designed
+Custom Cursors added
+Re-Designed entire Road System & Sidewalks
+New World Limit added
+You now Drop Guns on Death
+Added Overview of the Map on Death with Respawn Timer
+Added Headshots
+Added Cash
+Added Connection Error (No Internet Connection)
+Added the Ability to Create your Own Servers
SR_14:
Added Features/Improvements:
Added 'Info' to Errors, allowing the player to see what might have caused this error to occur.
Added 'Create Room' Button to Mutli Player menu, allowing the player to create a server/room,
with its own Name, Selected Map, and some Custom settings like Allow Respawning.
Removed all Old Vehicles
Deleted all Vehicle Scripts
Completely Re-Designed (From Line 1) all of the Car Dynamics
Added new Vehicle 'Car'.
Added 'Controls' button to Options, allowing the player to adjust important controls
Fixed Glitches/Bugs:
Fixed World Limit Bug
Thanks for reading, if you have a Suggestion, find a bug,
or just want to say hi, feel free to email me at:
blakegillman@Outlook.com
Highlight of Additions:
+Added Create Room ability in Multi Player Menu
+Added Info to errors
+Deleted all old Vehicles and Replaced with new, better Dynamiced ones
Notes about this Update:
I found that there was a lack of Dynamics to the game, the gravity was realistic, the guns fired nice, and the echos were
fantastic, then I realised how I tested each area, is I would take a car to that place. Well the problem about that was,
cars would float about a foot off the ground, and the only Dynamic Collisions about them were a Box used for Collision
under it. The wheels did not even Rotate.
So I decided to start over.
I deleted all the Vehicles, and their Scripts. And started from Scratch, the Result turned into a Vehicle with Glass,
Wheels that are effected individually by Physics, as well as held in place by Suspension (And can pop off if
the force is great enough), The entire Feel of the Vehicle is a lot more Realistic, the Vehicle actually rotates instead
of staying Stationary, and each wheel has an effect on Speed, and turning. If a wheel pops, or gets torn off that can
cause a lot of steering problems as well as decrease how fast you can go! (This car is a 4 Wheel Drive), and going
up and down Hills is amazing.
SR_13:
(Scroll to Bottom for a Hi-Light of Major adittions)
New Features/Improvements:
First 'Construction' Building, creating a bigger sense of Scenery
Replaced all Road / Sidewalk with a new one
Changed how "Instant Planes" Behave (Blood, Bullet Holes, etc)
Adjusted 'Trailer' part of the Main Menu
Replaced Sparks with new ones
Game now has a 'World Limit' that Generates in every Direction, going past this Limit will alert you to go back, going too far past it will kill you
Added Water all around the City
Completely Re-Designed the look of the HUD
Shooting now Generates from the Barrel of the Gun instead of from the Camera
Your Cursor changes when starting the game
Your Cursor changes when holding a Gun
You now drop your guns on death and go into an Overview look of the map
Headshots multiply your guns damage by 3. (Basically a Instant kill with most guns)
Added Cash so now Players can buy Guns, Vehicles, and Etc (Currently only Weapons are setup to be bought)
Added Error Pop-Up for Attempting to Connecting to Multiplayer with no Internet
Added the Ability to Create your Own server
Added 'Join Random Room' Button to Multiplayer Menu
Fixed Glitches/Bugs:
Fixed 'Dual Generating' Cameras Problem created on Death
Fixed Player Shooting themself when falling
Fixed Player going into Negative Health
Thanks for Reading! If you have a Suggestion, find a bug,
or just want to say hi, feel free to email me at:
blakegillman@Outlook.com
Highlight of Features:
+Added Construction Building
+Shooting Generates from Barrel of Gun
+HUD Completely Re-Designed
+Custom Cursors added
+Re-Designed entire Road System & Sidewalks
+New World Limit added
+You now Drop Guns on Death
+Added Overview of the Map on Death with Respawn Timer
+Added Headshots
+Added Cash
+Added Connection Error (No Internet Connection)
+Added the Ability to Create your Own Servers
SR_14:
Added Features/Improvements:
Added 'Info' to Errors, allowing the player to see what might have caused this error to occur.
Added 'Create Room' Button to Mutli Player menu, allowing the player to create a server/room,
with its own Name, Selected Map, and some Custom settings like Allow Respawning.
Removed all Old Vehicles
Deleted all Vehicle Scripts
Completely Re-Designed (From Line 1) all of the Car Dynamics
Added new Vehicle 'Car'.
Added 'Controls' button to Options, allowing the player to adjust important controls
Fixed Glitches/Bugs:
Fixed World Limit Bug
Thanks for reading, if you have a Suggestion, find a bug,
or just want to say hi, feel free to email me at:
blakegillman@Outlook.com
Highlight of Additions:
+Added Create Room ability in Multi Player Menu
+Added Info to errors
+Deleted all old Vehicles and Replaced with new, better Dynamiced ones
Notes about this Update:
I found that there was a lack of Dynamics to the game, the gravity was realistic, the guns fired nice, and the echos were
fantastic, then I realised how I tested each area, is I would take a car to that place. Well the problem about that was,
cars would float about a foot off the ground, and the only Dynamic Collisions about them were a Box used for Collision
under it. The wheels did not even Rotate.
So I decided to start over.
I deleted all the Vehicles, and their Scripts. And started from Scratch, the Result turned into a Vehicle with Glass,
Wheels that are effected individually by Physics, as well as held in place by Suspension (And can pop off if
the force is great enough), The entire Feel of the Vehicle is a lot more Realistic, the Vehicle actually rotates instead
of staying Stationary, and each wheel has an effect on Speed, and turning. If a wheel pops, or gets torn off that can
cause a lot of steering problems as well as decrease how fast you can go! (This car is a 4 Wheel Drive), and going
up and down Hills is amazing.
Jul 24, 2014
SR_12
Added Features/Improvements:
Removed Inventory System
Added New Inventory System (1, 2, 3 Hotkeys not specefied to gun) 4 - Equipment, 5 - Hands, 6 - Surrender
Created Options Menu (Graphics, Controls) ~ Available In-Game and from Main Menu
Completely Re-Designed the Factory Building
Added 'Construction Site' to the City
Created first 'Prop' Script, so now Props can be Destroyed (Specefied ones)
Made 'Respawn' system, so after dying, you can wait 10 Seconds to Respawn (This will only be available on Certain Game Modes in the future)
Re-Designed Vehicle Physics for a more 'Dynamic' feel when driving
Fixed Glitches/Bugs:
Fixed Death making Screen go Grey
Fixed getting stuck inside a Vehicle when Exiting
Fixed Sound not Traveling throughout the City (The sound could originally only be heard within a short area)
Fixed Exiting Vehicles causing your Character to lose Health
Fixed Respawning also creating a Duplicate of your Guns
Thanks for Reading! If you have a Suggestion, find a bug,
or just wanna say hi, feel free to email me at:
blakegillman@Outlook.com
FeedBack:
"When do you plan on Releasing the game for a Beta Test?" ~ Community
Well first the map needs to be a little more complete, there are quite a few empty lots, only 6 buildings in the city total actually, and the lack of content would probably just make people mad.
Removed Inventory System
Added New Inventory System (1, 2, 3 Hotkeys not specefied to gun) 4 - Equipment, 5 - Hands, 6 - Surrender
Created Options Menu (Graphics, Controls) ~ Available In-Game and from Main Menu
Completely Re-Designed the Factory Building
Added 'Construction Site' to the City
Created first 'Prop' Script, so now Props can be Destroyed (Specefied ones)
Made 'Respawn' system, so after dying, you can wait 10 Seconds to Respawn (This will only be available on Certain Game Modes in the future)
Re-Designed Vehicle Physics for a more 'Dynamic' feel when driving
Fixed Glitches/Bugs:
Fixed Death making Screen go Grey
Fixed getting stuck inside a Vehicle when Exiting
Fixed Sound not Traveling throughout the City (The sound could originally only be heard within a short area)
Fixed Exiting Vehicles causing your Character to lose Health
Fixed Respawning also creating a Duplicate of your Guns
Thanks for Reading! If you have a Suggestion, find a bug,
or just wanna say hi, feel free to email me at:
blakegillman@Outlook.com
FeedBack:
"When do you plan on Releasing the game for a Beta Test?" ~ Community
Well first the map needs to be a little more complete, there are quite a few empty lots, only 6 buildings in the city total actually, and the lack of content would probably just make people mad.
Jul 21, 2014
Sub Rosa on IndieDB !
Jul 18, 2014
SR_11
Added Features/Improvements:
Enhanced Ladder System (You can now go Down and Up ladders) instead of just up
Added new Shop Menu, with Tabs (Vehicles, Weapons, Stock Market)
Improved Dynamics of all Vehicles
Added 'Factory' Building to the City (The first Building that can be Entered)
Re-Designed Main Menu again
Added '$' as a new Status item
Added $ to HUD
Added 3 Skyscrapers to the City
Added Roof to Buildings (Originally it would seem as if the Roof was the same as the side, giving you the feeling that you were walking on the side of a building)
Added Fall-Damage Modifier to Players
Added 'Sky Limit' to the world so Players if they found themselves shooting into the air, would not go to Infinity
Added 'Ground Limit' to the world so Players if they found themselves falling through the world, would not go to Infinity
Smoothened Animation Transitioning
Added 'Steering' Animations to Vehicles
Player becomes a Ragdoll on Death
Bleeding now Generates Dual-Sided
Removed all 'Standalone Graphic Settings' to make way for User-Determined Ones (Created in Main Menu)
Increased Shadow Drawing Distance
Reduced Shadow Quality (There was no Difference since these aren't High-Poly Models, just reduces lagg, doesnt change the look)
Added 'Resume Reloading' (So you don't need to start over reloading one weapon if you switch to a new weapon)
Added 100 Shots to MG-42's Stored Ammo (100 in Starting Mag, 200 shots in Stored Ammo, 300 Shots total)
Fixed Glitches/Bugs:
Fixed Vehicles from "Becoming a SpaceShip"
Re-Designed Main Menu again
Fixed Enemies from becoming Ketchup Bottles
Fixed Bullet Holes being Single-Sided
Fixed 'To the Heaven's glitch caused by Ladders
Fixed Building Clipping
Fixed Vehicles from Falling through the World on Hills
Fixed Not being able to Shoot player when Inside a Vehicle (Not Network Tested)
Fixed Texture-Tiling not being to Realistic Scale
Fixed Collisions with Sidewalks
Ladder Animation Removed for Bug Solving
Thanks for Reading! If you have a Suggestion, find a Bug,
or just wanna Say hi, email me at:
blakegillman@Outlook.com
Enhanced Ladder System (You can now go Down and Up ladders) instead of just up
Added new Shop Menu, with Tabs (Vehicles, Weapons, Stock Market)
Improved Dynamics of all Vehicles
Added 'Factory' Building to the City (The first Building that can be Entered)
Re-Designed Main Menu again
Added '$' as a new Status item
Added $ to HUD
Added 3 Skyscrapers to the City
Added Roof to Buildings (Originally it would seem as if the Roof was the same as the side, giving you the feeling that you were walking on the side of a building)
Added Fall-Damage Modifier to Players
Added 'Sky Limit' to the world so Players if they found themselves shooting into the air, would not go to Infinity
Added 'Ground Limit' to the world so Players if they found themselves falling through the world, would not go to Infinity
Smoothened Animation Transitioning
Added 'Steering' Animations to Vehicles
Player becomes a Ragdoll on Death
Bleeding now Generates Dual-Sided
Removed all 'Standalone Graphic Settings' to make way for User-Determined Ones (Created in Main Menu)
Increased Shadow Drawing Distance
Reduced Shadow Quality (There was no Difference since these aren't High-Poly Models, just reduces lagg, doesnt change the look)
Added 'Resume Reloading' (So you don't need to start over reloading one weapon if you switch to a new weapon)
Added 100 Shots to MG-42's Stored Ammo (100 in Starting Mag, 200 shots in Stored Ammo, 300 Shots total)
Fixed Glitches/Bugs:
Fixed Vehicles from "Becoming a SpaceShip"
Re-Designed Main Menu again
Fixed Enemies from becoming Ketchup Bottles
Fixed Bullet Holes being Single-Sided
Fixed 'To the Heaven's glitch caused by Ladders
Fixed Building Clipping
Fixed Vehicles from Falling through the World on Hills
Fixed Not being able to Shoot player when Inside a Vehicle (Not Network Tested)
Fixed Texture-Tiling not being to Realistic Scale
Fixed Collisions with Sidewalks
Ladder Animation Removed for Bug Solving
Thanks for Reading! If you have a Suggestion, find a Bug,
or just wanna Say hi, email me at:
blakegillman@Outlook.com
Jul 14, 2014
SR_10
Added Features/Improvements:
New Gameplay HUD Showing Stats and WeaponData
Added a 'Sit' Ability to Benches
Driving Animations Created for Vehicles.
Made Vehicles more Dynamic, with Acceleration and Deceleration
Added 'Code' Section to Main Menu
Added Player Status Ranks (Admin, GM, User)
Restricted Username 'kriller509' Because Alpha Testers find it the funniest thing in the world to make their Username that..
Added Chat Messaging
Added 'Commands' to Messages, ( /COMMAND ) in Chat.
New Weapon/Gun: Ak-47
New Weapon/Gun: MG-42
// With the Ak-47 in Place, I now have all the Original Guns from Sub Rosa made & the MG
Added 'Tutorial' Button to Main Menu, allowing Players to Learn how to play the game before getting into the Action.
Created new Main Menu Scene
Added 'Options' Button to Main Menu (WIP)
Fixed Glitches/Bugs:
Fixed Car no longer having Collision after Exited
Fixed a 'NoClip' bug created from Climbing Ladders
Thanks for Reading! If you ever have a Suggestion, find a bug
or just wanna say Hi. Feel free to Email me at:
blakegillman@Outlook.com
FeedBack:
"I thought you had limited internet, how come I see Alpha Testers making Quotes?" ~ Community
Well when I do have Internet I upload a copy of the game to a Cloud they can access, thats about all I can do however,
So I have not been able to test Network yet, this means when I do, I am sure to find a lot of problems.
Until then, game is working Smoothly (Little Bugs, No lagg)
"I'm going to make my Username kriller509! ROFL LMFAO LOL IM YOU NOW! XD" ~ Alpha Testers
Well now you can't :)
"When will this game be on Steam?" ~ Community & Alpha Testers
Well first it has to be Greenlight (Voted for) Which I Hope to get Started within the next 3 months (Of Course
I do not have much of a Community made up, so my votes I will have to count on coming completely from
the General Steam Community) This is not a very good way to do it, but I really don't have much of
a choice, I mean other than asking some friends to vote for my game.
After it's voted for I just need to Tweak it to Fit Steam's System, add some Achievements, do a little more
testing and It will be ready to have a Store Page.
"You should be able to Create Rooms and have Settings" ~ Alpha Testers
Planned, in fact I think I might get around to it within the next few days. The problem
I have though with this Networking stuff, is without actually being able
to test it myself, who knows how it will turn out. And I cannot really test Making Rooms
or Joining them without the Proper Internet to do So.
"There needs to be a Money System, and Teams should start at different areas" ~ Alpha Testers
All planned features for the future
"i think that would make the gameplay a little more interesting if you added being able to gain access to different buildings like one might have a great vantage point of an area." ~ Community
In the future I plan to have all Buildings to have Access to, but that isn't completely necessary as of yet.
New Gameplay HUD Showing Stats and WeaponData
Added a 'Sit' Ability to Benches
Driving Animations Created for Vehicles.
Made Vehicles more Dynamic, with Acceleration and Deceleration
Added 'Code' Section to Main Menu
Added Player Status Ranks (Admin, GM, User)
Restricted Username 'kriller509' Because Alpha Testers find it the funniest thing in the world to make their Username that..
Added Chat Messaging
Added 'Commands' to Messages, ( /COMMAND ) in Chat.
New Weapon/Gun: Ak-47
New Weapon/Gun: MG-42
// With the Ak-47 in Place, I now have all the Original Guns from Sub Rosa made & the MG
Added 'Tutorial' Button to Main Menu, allowing Players to Learn how to play the game before getting into the Action.
Created new Main Menu Scene
Added 'Options' Button to Main Menu (WIP)
Fixed Glitches/Bugs:
Fixed Car no longer having Collision after Exited
Fixed a 'NoClip' bug created from Climbing Ladders
Thanks for Reading! If you ever have a Suggestion, find a bug
or just wanna say Hi. Feel free to Email me at:
blakegillman@Outlook.com
FeedBack:
"I thought you had limited internet, how come I see Alpha Testers making Quotes?" ~ Community
Well when I do have Internet I upload a copy of the game to a Cloud they can access, thats about all I can do however,
So I have not been able to test Network yet, this means when I do, I am sure to find a lot of problems.
Until then, game is working Smoothly (Little Bugs, No lagg)
"I'm going to make my Username kriller509! ROFL LMFAO LOL IM YOU NOW! XD" ~ Alpha Testers
Well now you can't :)
"When will this game be on Steam?" ~ Community & Alpha Testers
Well first it has to be Greenlight (Voted for) Which I Hope to get Started within the next 3 months (Of Course
I do not have much of a Community made up, so my votes I will have to count on coming completely from
the General Steam Community) This is not a very good way to do it, but I really don't have much of
a choice, I mean other than asking some friends to vote for my game.
After it's voted for I just need to Tweak it to Fit Steam's System, add some Achievements, do a little more
testing and It will be ready to have a Store Page.
"You should be able to Create Rooms and have Settings" ~ Alpha Testers
Planned, in fact I think I might get around to it within the next few days. The problem
I have though with this Networking stuff, is without actually being able
to test it myself, who knows how it will turn out. And I cannot really test Making Rooms
or Joining them without the Proper Internet to do So.
"There needs to be a Money System, and Teams should start at different areas" ~ Alpha Testers
All planned features for the future
"i think that would make the gameplay a little more interesting if you added being able to gain access to different buildings like one might have a great vantage point of an area." ~ Community
In the future I plan to have all Buildings to have Access to, but that isn't completely necessary as of yet.
Jul 12, 2014
SR_9 "Steam Formatted"
Added Features/Improvements:
Pickup GUI added to Interact Script
Items are now Picked up based on Tag and Name
Alive Objects (Player, AI, etc) can Bleed
You must have 'Hands' Equipped in order to Drive
Ricochet Sounds now Differ Depending on what was hit
New 'Limo' Vehicle (Buggy)
Added New Weapon / Gun: M-16
Added New Weapon / Gun: 44 Magnum
Added Ladders (You can now Climb Ladders)
Blood now Sticks to Ground
Ricochet Noise now Depends on an Objects Tag.
Ricochet Noises now Differ (Normal, Brick, Metal, Body)
Arms now 'Follow' the gun Instead of Remaining Stationary
Each Gun/Weapon now Produces its own Sound.
Vehicles can Now Run over Players / AI.
Animation Transitioning Smoothened
Fixed Glitches/Bugs:
Vehicle Explosions now on Hood instead of Middle of Model
Fixed Health going into Negatives
If Object is Alive, no longer creates Metallic Bullet Holes on Object
Fixed Blood Duplication Glitch
Fixed Bullet Hole Duplication Glitch
Fixed Gun Duplication Glitch
Weapon Switching now Sends WeaponData Properly
Thanks for Reading! If you have a Suggestion or Comment,
Email me at:
blakegillman@Outlook.com
FeedBack:
"There needs to be more Content, like new Guns and Vehicles and stuff" ~ Alpha Tester
More Content is getting implmented this Patch, however until 'Primary' Scripts are Mostly Completed,
expect there to not be that much Content getting added.
"Why does the Player, AI, and all the people on the Main Menu look the same?" ~ Alpha Tester
Because I have not created any other type of 'Playermodel' yet, so far there is really no need to
until more Gameplay Mechanics get implemented.
"You should be able to enter all Buildings, not just some." ~ Alpha Tester
I will try in the future to make 'all' buildings have an Inside, but for now well the game is still in Alpha
and not quite Developer, there is no need for that sort of Detail.
"You should make Helicopters and stuff" ~ Community
Flying Vehicles is on the Maybe list, however its not very Important to the Gameplay as of right now.
"More Explosives, please!" ~ Community
Explosives are on the list of things to do (It will go under the Equipment section of your Inventory)
However, until more Mechanics of the game are built it is not a priority
Pickup GUI added to Interact Script
Items are now Picked up based on Tag and Name
Alive Objects (Player, AI, etc) can Bleed
You must have 'Hands' Equipped in order to Drive
Ricochet Sounds now Differ Depending on what was hit
New 'Limo' Vehicle (Buggy)
Added New Weapon / Gun: M-16
Added New Weapon / Gun: 44 Magnum
Added Ladders (You can now Climb Ladders)
Blood now Sticks to Ground
Ricochet Noise now Depends on an Objects Tag.
Ricochet Noises now Differ (Normal, Brick, Metal, Body)
Arms now 'Follow' the gun Instead of Remaining Stationary
Each Gun/Weapon now Produces its own Sound.
Vehicles can Now Run over Players / AI.
Animation Transitioning Smoothened
Fixed Glitches/Bugs:
Vehicle Explosions now on Hood instead of Middle of Model
Fixed Health going into Negatives
If Object is Alive, no longer creates Metallic Bullet Holes on Object
Fixed Blood Duplication Glitch
Fixed Bullet Hole Duplication Glitch
Fixed Gun Duplication Glitch
Weapon Switching now Sends WeaponData Properly
Thanks for Reading! If you have a Suggestion or Comment,
Email me at:
blakegillman@Outlook.com
FeedBack:
"There needs to be more Content, like new Guns and Vehicles and stuff" ~ Alpha Tester
More Content is getting implmented this Patch, however until 'Primary' Scripts are Mostly Completed,
expect there to not be that much Content getting added.
"Why does the Player, AI, and all the people on the Main Menu look the same?" ~ Alpha Tester
Because I have not created any other type of 'Playermodel' yet, so far there is really no need to
until more Gameplay Mechanics get implemented.
"You should be able to enter all Buildings, not just some." ~ Alpha Tester
I will try in the future to make 'all' buildings have an Inside, but for now well the game is still in Alpha
and not quite Developer, there is no need for that sort of Detail.
"You should make Helicopters and stuff" ~ Community
Flying Vehicles is on the Maybe list, however its not very Important to the Gameplay as of right now.
"More Explosives, please!" ~ Community
Explosives are on the list of things to do (It will go under the Equipment section of your Inventory)
However, until more Mechanics of the game are built it is not a priority
Jul 8, 2014
SR_8 "Steam Format"
Hello guys, today I wanted to try out a 'Steam' Formated Update, so Tell me what you think:
New Features/Improvements:
Added new Weapon/Gun: 9mm
Added new Weapon/Gun: .44 Magnum
Vehicle System (Van Only)
Particle System (Sparks, Blood)
New AI Dummy
Main Menu Re-Organized
Main Menu Scene Improved
Player Gun Transitioning (Switching between Hotkeys)
A Guns Spread now effects your Screen instead of just the gun
Player Status System created. allowing for the Game to tell the Current situation
Gun damage increased
If Player falls off map, the Player will die Instead of fall Infinitely
Interact Key (Default: E) Can now be changed by a Variable
Blood Drops now Render on Both Sides of the Plane Mesh
Bullet Holes now Render on Both Sides of the Plane Mesh
Fixed Glitches/Bugs:
Animation System no longer stuck on Walking Animation
Transition from Surrender to Hands takes Longer
Guns no Longer collide with other Objects
You can no longer Shoot yourself from aiming completely forwarding
Vehicle no longer falls through the World
Bullet Hole Transparency fixed
Cars Upon Blowing up can No longer be Driven
Sparks No longer Render 1-Sided but 4-Sided
Blood no Longer jumps around on the ground
If you find any Bugs or have a Suggestion, Feel free to send it to:
blakegillman@outlook.com
Thanks!
~The Bondo Games Team
( // ) Means would not be in a Steam Post
// The Bondo Games team is me doing Development
// And my friend Jahsoulli Blain doing Storyline Writing for Missions / Heists / Scene
FeedBack:
When do you plan to release this game?
Well I am not sure, First it needs more time put into it, Then it needs to get Greenlight, then it has to be formatted for Steam's system. Before it can be put up on the Store.
How long did it Take you to make it as far as you are now?
I have spent about 2 - 4 Hours on it each day, I have however gone a some days without Development, so its honestly pretty hard to tell. I would say a good 22 or so Hours has been put into its Creation.
New Features/Improvements:
Added new Weapon/Gun: 9mm
Added new Weapon/Gun: .44 Magnum
Vehicle System (Van Only)
Particle System (Sparks, Blood)
New AI Dummy
Main Menu Re-Organized
Main Menu Scene Improved
Player Gun Transitioning (Switching between Hotkeys)
A Guns Spread now effects your Screen instead of just the gun
Player Status System created. allowing for the Game to tell the Current situation
Gun damage increased
If Player falls off map, the Player will die Instead of fall Infinitely
Interact Key (Default: E) Can now be changed by a Variable
Blood Drops now Render on Both Sides of the Plane Mesh
Bullet Holes now Render on Both Sides of the Plane Mesh
Fixed Glitches/Bugs:
Animation System no longer stuck on Walking Animation
Transition from Surrender to Hands takes Longer
Guns no Longer collide with other Objects
You can no longer Shoot yourself from aiming completely forwarding
Vehicle no longer falls through the World
Bullet Hole Transparency fixed
Cars Upon Blowing up can No longer be Driven
Sparks No longer Render 1-Sided but 4-Sided
Blood no Longer jumps around on the ground
If you find any Bugs or have a Suggestion, Feel free to send it to:
blakegillman@outlook.com
Thanks!
~The Bondo Games Team
( // ) Means would not be in a Steam Post
// The Bondo Games team is me doing Development
// And my friend Jahsoulli Blain doing Storyline Writing for Missions / Heists / Scene
FeedBack:
When do you plan to release this game?
Well I am not sure, First it needs more time put into it, Then it needs to get Greenlight, then it has to be formatted for Steam's system. Before it can be put up on the Store.
How long did it Take you to make it as far as you are now?
I have spent about 2 - 4 Hours on it each day, I have however gone a some days without Development, so its honestly pretty hard to tell. I would say a good 22 or so Hours has been put into its Creation.
Jul 6, 2014
SR_7 "Hands behind your head!"
So today I got some new Animations done, and worked on the Inventory system, as well as finished the Main Menu Scene:
There is all a Brand new Inventory system in place, allowing the player to hold 4 items.
1) Primary Weapon
2) Secondary Weapon (Handgun)
3) Melee Weapon (Knife, Machete, etc)
4) Equipment (Land Mine, Grenade, Gas Mask)
---These just being examples, those don't actually exist yet (The gas masks and knifes and stuff)
So far there are 2 items the player can pick up.
MP5
9mm Pistol
There is also a hotkey system controlled by Variables, this making so in the future the player will be able to pick what keys get out what items. Currently the player can also choose to just have his hands out (to put away his weapons), and also to Surrender. Which puts away your weapons and places your hands behind your back
The system is fully working, I just haven't gotten around to making a drop system yet (But is planned). Next thing to do here is to work on the GUI a little more and possibly make some dummies to kill.
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
Buttons removed to show the Scene.
There is all a Brand new Inventory system in place, allowing the player to hold 4 items.
1) Primary Weapon
2) Secondary Weapon (Handgun)
3) Melee Weapon (Knife, Machete, etc)
4) Equipment (Land Mine, Grenade, Gas Mask)
---These just being examples, those don't actually exist yet (The gas masks and knifes and stuff)
So far there are 2 items the player can pick up.
MP5
9mm Pistol
![]() |
Player facing down with hands up |
(This is a great tactic for Big groups to use on single players) Tell em to face the other way, drop their guns and place their hands behind their back.
The system is fully working, I just haven't gotten around to making a drop system yet (But is planned). Next thing to do here is to work on the GUI a little more and possibly make some dummies to kill.
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
Jul 4, 2014
SR_6 "Picking up Toys"
So wow, every patch has been a nice Productive day. That makes me happy :)
Anyways, so today was another productive day in Game Development, starting off by Optimizing the Guns more:
Those are all the features that i have implemented into the MP5, and can now be implemented into all and any other guns. This script I created allows me to apply it to any object, and turn it into a gun!
You will also notice the new feature 'Reload Speed' and Remain Ammo. Originally reloading was instant and minused 30 from your extra ammo no matter how many shots you had actually used. Well now it minuses correctly, and takes time to reload!
Well whats the use of having multiple guns if you start out with one and cant pick up any? So I created a pick up script:
You will also notice there is a dot in the middle of the screen, un like all my other games you are now able to tell where the middle of the screen is for shooting! :D
This is actually my first attempt at an Inventory System, so I am very proud (The inventory system used in my first games was by Brackeys)
I also worked on some Player Animations so you weren't floating around all over the place:
So far this game is turning out great, now back to the point, this is no longer a complete re-creation of Sub Rosa, as there were too many things wrong with that game. (But a lot of good concept) So I have decided to re-create Sub Rosa is my own fashion.
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
Anyways, so today was another productive day in Game Development, starting off by Optimizing the Guns more:
Those are all the features that i have implemented into the MP5, and can now be implemented into all and any other guns. This script I created allows me to apply it to any object, and turn it into a gun!
You will also notice the new feature 'Reload Speed' and Remain Ammo. Originally reloading was instant and minused 30 from your extra ammo no matter how many shots you had actually used. Well now it minuses correctly, and takes time to reload!
Well whats the use of having multiple guns if you start out with one and cant pick up any? So I created a pick up script:
You will also notice there is a dot in the middle of the screen, un like all my other games you are now able to tell where the middle of the screen is for shooting! :D
This is actually my first attempt at an Inventory System, so I am very proud (The inventory system used in my first games was by Brackeys)
I also worked on some Player Animations so you weren't floating around all over the place:
![]() |
The player running |
![]() |
The player holding a gun and shooting (Players View and Editors View) (Click to get Full Picture Zoom) |
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
Jul 3, 2014
SR_5 "Guns and Duds"
So another very productive time today, in getting some more done with the Gun / Shooting System:
Features of a Gun:
1) Ammo
2) Reloading
3) Weapon Spread
4) Fire Rate
5) Damage
6) Bullet Holes (Advanced) -Explained near bottom-
Weapon Spread up close and from a Distance:
So now each weapon can have its own spread, fire rate, damage, ammo, etc. The next thing I did was work on the Main Menu as it was a little plain and boring:
You will notice how the Bullet Holes in this scene are Purple, that is because when a Bullet Hole is Created it has no Texture. When the game actually starts however it picks between 3 textures, a random size aswell. And when a bullet hole is shot, the hole will emit a ricochet sound, so you know your getting shot at!
So these bullet holes are pretty advanced, 1/3 will look similar 1/1000 will be the same size 1/8 will create the same ricochet sound.
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
Features of a Gun:
1) Ammo
2) Reloading
3) Weapon Spread
4) Fire Rate
5) Damage
6) Bullet Holes (Advanced) -Explained near bottom-
Weapon Spread up close and from a Distance:
So now each weapon can have its own spread, fire rate, damage, ammo, etc. The next thing I did was work on the Main Menu as it was a little plain and boring:
![]() |
This is not the actual main menu screen, just one of the scenes in it. |
You will notice how the Bullet Holes in this scene are Purple, that is because when a Bullet Hole is Created it has no Texture. When the game actually starts however it picks between 3 textures, a random size aswell. And when a bullet hole is shot, the hole will emit a ricochet sound, so you know your getting shot at!
So these bullet holes are pretty advanced, 1/3 will look similar 1/1000 will be the same size 1/8 will create the same ricochet sound.
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
Jul 2, 2014
SR_4 "Getting the basics"
So today I got most of the Script basics done as well as some more advanced things, the first thing to show is the new PlayerModel:
As you can see hes a cute lil' dude, and is ready to kill! Again I just want to remind everyone that what I'm doing is first re-creating the game Sub Rosa, then adding to it. So this playermodel is based off of the SubRosa playermodel.
Next I got the Shooting System nicely done:
So right now you cannot actually see the gun firing, but a log is created that lets me know that the gun has been fired, and what the bullet hit.
How the Bullet System works:
-Draws a large line from the player to infinity, if hit something send a message to that object to apply damage, if hit nothing, delete the line.
This will make an infinitely going bullet, however with 100% Accuracy, I plan on doing some sort of Recoil / Bullet drop in the future.
I also got the spawn system. main menu, and pause menu to all work correctly. Also I am not sure how multiplayer works due to the fact that there's no way for me to test it.
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post, Stay awesome :)
[FeedBack]
"Dont make it stop after a certain distance please, and how about less damage from distance?" - Robert Reinhard
-First, It now is infinite so now worrys :D. Second, I am trying to currently recreate sub Rosa, then add detail their system is it is infinite however the spread of the bullet is enough to make it a challenge to hit people. Again, I plan on making this better, but only once I have re-created the original game.
As you can see hes a cute lil' dude, and is ready to kill! Again I just want to remind everyone that what I'm doing is first re-creating the game Sub Rosa, then adding to it. So this playermodel is based off of the SubRosa playermodel.
Next I got the Shooting System nicely done:
So right now you cannot actually see the gun firing, but a log is created that lets me know that the gun has been fired, and what the bullet hit.
How the Bullet System works:
-Draws a large line from the player to infinity, if hit something send a message to that object to apply damage, if hit nothing, delete the line.
This will make an infinitely going bullet, however with 100% Accuracy, I plan on doing some sort of Recoil / Bullet drop in the future.
I also got the spawn system. main menu, and pause menu to all work correctly. Also I am not sure how multiplayer works due to the fact that there's no way for me to test it.
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post, Stay awesome :)
[FeedBack]
"Dont make it stop after a certain distance please, and how about less damage from distance?" - Robert Reinhard
-First, It now is infinite so now worrys :D. Second, I am trying to currently recreate sub Rosa, then add detail their system is it is infinite however the spread of the bullet is enough to make it a challenge to hit people. Again, I plan on making this better, but only once I have re-created the original game.
Jun 30, 2014
SR_3 "Coming Together"
So the map is really 'coming together' :3 (The title.) so funny....
Anyways, so a lot is getting done and it's looking very good, the first change was to make the lines on the road smaller, as there was no way to drive off of them.
So now there is actually remove to drive (This took forever to do to all the roads, had to do it 1 by 1)
The next thing was to add some buildings:
As you can see, there are actually quite a few changes, the park there now has a flat top and bottom and some sidewalk changes have been made too. A lot of glitches fixed regarding the map aswell.
I have also started on the first vehicle:
And finally, after taking these pictures I added a NormalMap to the textures:
What do you guys think? Do you like it with or without the normalmap? Let me know.
So that's all, many hours of work and its looking great. So I hope you guys enjoyed!
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack] -Read please
"Aha! So you do have internet!" - Evin Drews
-Yes, I get ocassional internet here, however its not enough to go on Steam or do a Skype call really. The problem being the internet is controlled from a hotspot on my dads phone that only gets 10GB a MONTH. So, internet is very limited, I use it only when needed (And to post on the blog :D)
"Will there be Bullet Drop?" - Robofighter1000
-Yes, but there will not be much, the bullets are also effected by range so can only go a certain distance before no longer existing.
Anyways, so a lot is getting done and it's looking very good, the first change was to make the lines on the road smaller, as there was no way to drive off of them.
![]() |
Before |
![]() |
After |
So now there is actually remove to drive (This took forever to do to all the roads, had to do it 1 by 1)
The next thing was to add some buildings:
As you can see, there are actually quite a few changes, the park there now has a flat top and bottom and some sidewalk changes have been made too. A lot of glitches fixed regarding the map aswell.
I have also started on the first vehicle:
And finally, after taking these pictures I added a NormalMap to the textures:
What do you guys think? Do you like it with or without the normalmap? Let me know.
So that's all, many hours of work and its looking great. So I hope you guys enjoyed!
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack] -Read please
"Aha! So you do have internet!" - Evin Drews
-Yes, I get ocassional internet here, however its not enough to go on Steam or do a Skype call really. The problem being the internet is controlled from a hotspot on my dads phone that only gets 10GB a MONTH. So, internet is very limited, I use it only when needed (And to post on the blog :D)
"Will there be Bullet Drop?" - Robofighter1000
-Yes, but there will not be much, the bullets are also effected by range so can only go a certain distance before no longer existing.
Jun 29, 2014
SR_2 "Connecting a City"
So today I finished up all the roads, added sidewalks, and even some parks. Then I decided to add elevation to the world, to create a less flat terrain:
This map is actually bigger than it looks, allow me to show you some comparison. That white dot near the start of the middle park is the player. You can click the image to zoom in and see it better if you would like. Now taking that in mind, you can see the city is pretty big compared in size.
Tomorrow I plan on adding the Buildings to the World! Maybe some more models and props too.
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
This map is actually bigger than it looks, allow me to show you some comparison. That white dot near the start of the middle park is the player. You can click the image to zoom in and see it better if you would like. Now taking that in mind, you can see the city is pretty big compared in size.
Tomorrow I plan on adding the Buildings to the World! Maybe some more models and props too.
Thanks for reading! Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
Jun 28, 2014
SR_1 "Chopped Roads"
So as you all know, I am up north and Internet is hard to get. So I decided to when I could to post to you guys!
First thing:
I cannot work on Battleground well I am up here because its in a Dropbox folder, The internet speed up here at the highest gets 30KB/second so... yeah. Anyways, I can't get game development out of my mind, so throughout the summer I'll be posting to you my new project which is stored locally and requires no internet to work on Called 'Sub Rosa'
Sub Rosa is an amazing game about deals, and death. But the maker of it hasn't continued its development in years. So I have decided to re-create it and give its some love.
The first thing was first, to recreate the map:
As you can see its going kinda well.
I have done a good job getting the basics of the roads down (Obviously not finished) But they are looking pretty good. Still choppy, but good.
Well thats all!
Plans for Next Patch:
-Grass
-Sidewalks
Thanks for reading, Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack]
"Have fun up north!" - Rob
-Thanks, cant change your name again because of the internet speed.
First thing:
I cannot work on Battleground well I am up here because its in a Dropbox folder, The internet speed up here at the highest gets 30KB/second so... yeah. Anyways, I can't get game development out of my mind, so throughout the summer I'll be posting to you my new project which is stored locally and requires no internet to work on Called 'Sub Rosa'
Sub Rosa is an amazing game about deals, and death. But the maker of it hasn't continued its development in years. So I have decided to re-create it and give its some love.
The first thing was first, to recreate the map:
As you can see its going kinda well.
I have done a good job getting the basics of the roads down (Obviously not finished) But they are looking pretty good. Still choppy, but good.
Well thats all!
Plans for Next Patch:
-Grass
-Sidewalks
Thanks for reading, Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack]
"Have fun up north!" - Rob
-Thanks, cant change your name again because of the internet speed.
Jun 26, 2014
BG_8 "Bugs"
So the new Red VS Blue Patch brought on more Glitches / Bugs that I intended. So here is a list of all I had to fix:
Fixed Bugs:
1) Shooting no longer generates collisions (You could jump on top of your laser bullet and climb it like a ramp)
2) Water no longer has Collision (You used to be jesus)
3) Shooting no longer crashes the person your shooting's game (Now they respawn ! :D)
4) Alot others fixed on the go, those are just the big ones
Unfixed Bugs:
1) Pushing props around is jittery across the Network
Regarding the Look of the Player:
He will right now look like a Character from Sub Rosa, by the Cryptic Sea. This is just so you have something to look at, that isn't a pill. If you have never heard of Sub Rosa click on the link:
https://www.youtube.com/watch?v=AHcOAcCtOAQ#t=233
So yeah, this took awhile to fix, so sorry for not posting anything. I am headed Up North for a good part of the summer, so I am not sure when I will be able to put out posts, I will try as often as possible though since when we have internet it is for 5 minutes, so I have to be fast!
Thanks for reading, feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
Fixed Bugs:
1) Shooting no longer generates collisions (You could jump on top of your laser bullet and climb it like a ramp)
2) Water no longer has Collision (You used to be jesus)
3) Shooting no longer crashes the person your shooting's game (Now they respawn ! :D)
4) Alot others fixed on the go, those are just the big ones
Unfixed Bugs:
1) Pushing props around is jittery across the Network
Regarding the Look of the Player:
He will right now look like a Character from Sub Rosa, by the Cryptic Sea. This is just so you have something to look at, that isn't a pill. If you have never heard of Sub Rosa click on the link:
https://www.youtube.com/watch?v=AHcOAcCtOAQ#t=233
So yeah, this took awhile to fix, so sorry for not posting anything. I am headed Up North for a good part of the summer, so I am not sure when I will be able to put out posts, I will try as often as possible though since when we have internet it is for 5 minutes, so I have to be fast!
Thanks for reading, feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
Jun 23, 2014
BG_7 "Red VS Blue"
Note: I am still doing everything solo, the team I have is for writing a storyline, so to push anyones concerns away, I am the only one working on the project right now.
So today has been a more than just productive day, but a big leap in the game!
First off, I want to show you all the epic Combat System:
You will notice the Character is Blue, this is because he is on the Blue Team, There are two teams you can pick when joining, Red or Blue (You can also select Random and it will pick a random one).
Team System:
-Pick Red or Blue
-Will spawn you at your teams spawn and change your characters color
-You can kill team members, however this will have have a (planned) penalty effect
-Kill each other!
I also integrated some more network features as you can see like Special Effects!
As you can see from this Screenshot, almost all props are Interactive (Like they were before) but now they track across the Network, originally when one person knocked over a barrel, everyone on the server saw the barrels in different positions, however now everyone sees the barrels correctly.
I also made editing easier for myself by adding some Gizmos:
This will show me where the Blue and Red spawns are so I don't have to click them and then look at their Script ID and blah blah blah.
Primary Features Integrated:
-Fixed Networking
-Red and Blue team added
-Added Grass, Bushes, and Sticks to Terrain
-Fixed Water fading from a distance
-Player tracking Quality Increased
-Physics now track Properly over the Network
-New Special FX System for the Combat
Thanks for reading, Feel free to leave a Comment, and I'll see you in the next post! Stay awesome :)
Also Thanks everyone for coming back, I know it's been a wait for updates, but as you can see, now things are back on track! Also I added more color to the post :3
So today has been a more than just productive day, but a big leap in the game!
First off, I want to show you all the epic Combat System:
You will notice the Character is Blue, this is because he is on the Blue Team, There are two teams you can pick when joining, Red or Blue (You can also select Random and it will pick a random one).
Team System:
-Pick Red or Blue
-Will spawn you at your teams spawn and change your characters color
-You can kill team members, however this will have have a (planned) penalty effect
-Kill each other!
I also integrated some more network features as you can see like Special Effects!
As you can see from this Screenshot, almost all props are Interactive (Like they were before) but now they track across the Network, originally when one person knocked over a barrel, everyone on the server saw the barrels in different positions, however now everyone sees the barrels correctly.
I also made editing easier for myself by adding some Gizmos:
This will show me where the Blue and Red spawns are so I don't have to click them and then look at their Script ID and blah blah blah.
Primary Features Integrated:
-Fixed Networking
-Red and Blue team added
-Added Grass, Bushes, and Sticks to Terrain
-Fixed Water fading from a distance
-Player tracking Quality Increased
-Physics now track Properly over the Network
-New Special FX System for the Combat
Thanks for reading, Feel free to leave a Comment, and I'll see you in the next post! Stay awesome :)
Also Thanks everyone for coming back, I know it's been a wait for updates, but as you can see, now things are back on track! Also I added more color to the post :3
Jun 22, 2014
BG_6 "Props"
It completely changed everything, like it was another map.
I really love this new system because it allows more player freedom (interactive wise)
Almost all props in the scene you can interact with.
My favorite is behind the second building is a nice area you can climb up, and I like pushing the barrel down from there :3.
If you watched the stream you will notice that shooting makes a loud 'PEW' noise, Well now its a not so loud pew noise. Lol, ill get to sound FX when the time comes because i have had some complaining from that.
Tomorrow I plan on adding some GUI detail and maybe some more interactive items.
Thanks for reading, Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
Jun 20, 2014
BG_5 "Parkour!"
Hello there, and sorry for the big wait, but its time we got things back on track. And what better way to do it than to show LIVE proof that I'm still alive? So I decided to do a live recording of my Game Development.
So I got on my computer and just start recording with some music in the background.
The result was, the starting of the first map getting Created:
I created the first real map, it includes two buildings, a ramp and lights. You spawn on one of the two buildings and that is how the game starts, there are two planks that sit there, you can use those to cross between the roofs of the two buildings. (This is a feature implemented because of the large request of wanting Parkour) All around you is water, and grass. The setting is city built over a swamp. I did take a lot of details into each building
(One thing that is interesting is, to create the ramp going between the two buildings I just made long planks and gave them physics, then recorded where they fell, so it was realistic)
Building on Left (for example)
3 Different Window Types
Door
Lanterns
Vent System
Gutter & A pipe for pouring water
Side Poles
Vents on top
I have not yet added the grass, sticks, and bushes to the terrain, but plan to soon.
NOTE: This is NOT the entire map, this is just the start of it.
If you missed the Broadcast you can find it here: (33 Minutes long)
http://www.twitch.tv/kriller509/c/4504071
I did not think to start recording until after I had created most of the items in the scene, however you can still see a lot get added.
Thanks for reading, feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack]
So I got on my computer and just start recording with some music in the background.
The result was, the starting of the first map getting Created:
I created the first real map, it includes two buildings, a ramp and lights. You spawn on one of the two buildings and that is how the game starts, there are two planks that sit there, you can use those to cross between the roofs of the two buildings. (This is a feature implemented because of the large request of wanting Parkour) All around you is water, and grass. The setting is city built over a swamp. I did take a lot of details into each building
(One thing that is interesting is, to create the ramp going between the two buildings I just made long planks and gave them physics, then recorded where they fell, so it was realistic)
Building on Left (for example)
3 Different Window Types
Door
Lanterns
Vent System
Gutter & A pipe for pouring water
Side Poles
Vents on top
I have not yet added the grass, sticks, and bushes to the terrain, but plan to soon.
NOTE: This is NOT the entire map, this is just the start of it.
If you missed the Broadcast you can find it here: (33 Minutes long)
http://www.twitch.tv/kriller509/c/4504071
I did not think to start recording until after I had created most of the items in the scene, however you can still see a lot get added.
Thanks for reading, feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack]
Jun 13, 2014
BG_4 "Oh hey"
So sorry for the wait, since school just let out it allowed me time to relax, now that I'm done there, I can work on the game again!
So I had a big Alpha test, and the results were... Interesting.
---Each alpha tests were 5 minutes from each other, so basically each time i attempted to fix the problem was an alpha test---
Alpha Test 1)
Everyone's screen turned black
Alpha Test 2)
Everyone was forced to the corner of the map
Alpha Test 3)
Shooting made your game crash
Alpha Test 4)
No one could see each other
Alpha Test 5)
Everyones screen turned grey
Alpha Test 6)
Finally things were working.
So everything on the Network now works fine, shooting, joining, and all that stuff.
Sorry for the lack of detail, however those alpha tests each were like 5 diff versions so it was a lot of problem solving, but now that multiplayer is working properly we can continue with main dev.
Sorry that there were no pictures or highlights but I wanted to get this out to you guys so you knew. I actually plan to release an update tomorrow morning, or possibly even later today, we'll see.
Feel free to leave a Comment, and I'll see you in the next post! Stay awesome :)
So I had a big Alpha test, and the results were... Interesting.
---Each alpha tests were 5 minutes from each other, so basically each time i attempted to fix the problem was an alpha test---
Alpha Test 1)
Everyone's screen turned black
Alpha Test 2)
Everyone was forced to the corner of the map
Alpha Test 3)
Shooting made your game crash
Alpha Test 4)
No one could see each other
Alpha Test 5)
Everyones screen turned grey
Alpha Test 6)
Finally things were working.
So everything on the Network now works fine, shooting, joining, and all that stuff.
Sorry for the lack of detail, however those alpha tests each were like 5 diff versions so it was a lot of problem solving, but now that multiplayer is working properly we can continue with main dev.
Sorry that there were no pictures or highlights but I wanted to get this out to you guys so you knew. I actually plan to release an update tomorrow morning, or possibly even later today, we'll see.
Feel free to leave a Comment, and I'll see you in the next post! Stay awesome :)
Jun 11, 2014
Lets meet the Team !
Hello my friends! I am happy to inform you, that a team is being put together for the development of BattleGround, it has actually caught the attention of developers and a team is forming to help with its development.
Team slots so far: (No names)
Programmer
Storyline Writer
Creative Advisor
Modeler
I am the Director / Lead Developer & Programmer.
So once the team is all put together you can expect more and Bigger patches! In lack of actual game development screenshots, here are some sketches I made of the main menu.
So there you hsve it!
Also today is my Birthday, so sorry for the lack of actual dev screenshots !
Feel free to leave a comment, and I'll see you in the next post! Stay awesome ! :)
[FeedBack] (Click to Read More)
Team slots so far: (No names)
Programmer
Storyline Writer
Creative Advisor
Modeler
I am the Director / Lead Developer & Programmer.
So once the team is all put together you can expect more and Bigger patches! In lack of actual game development screenshots, here are some sketches I made of the main menu.
![]() |
Multiplayer>Create Match |
![]() |
Main Menu |
![]() |
Options Menu |
Also today is my Birthday, so sorry for the lack of actual dev screenshots !
Feel free to leave a comment, and I'll see you in the next post! Stay awesome ! :)
[FeedBack] (Click to Read More)
Jun 6, 2014
BG_3 "I see you"
So I got a lot done as usual. Today was primarily focused on Networking, and sending RPC's between clients.
Added Network Features:
-Smooth Player Tracking
-Health Tracking between clients
-Basic Death system
-Shoot RPC's (Players can shoot eachother)
Fixed Bugs:
Sticks now Render Material a little better
Gun no longer can shoot yourself
I also added to the main menu so you can now go on Campaign mode, which right now loads the same map, however does not connect you to the Network. In future it will obviously load up the campaign. I also added some props to the scene to make things feel nicer:
So yeah, players can now connect to the same server, shoot each other and jump on top of box's. I do not know about you guys but I feel like that should be a game on its own! Anyways, I plan on getting some more props done as well as get some GUI's made. As you can see at the bottom left you can see chat / status, and at the top is a Connection Dev Log (It allows me to see the Network Status at all times)
Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
Jun 4, 2014
BG_2 "Ow!"
So I have begun to start on the Weapons of the game now that I have the basics down, just one weapon. However it's being.... Very rude I should say. The gun keeps wanting to shoot the Character. Aim a little down, or up and your shooting yourself so that is a problem to deal with (Thus the title "Ow!")
I also worked on Implmenting some of the Basic Network features, and working on the Main Menu screen. Sorry I can't give you guys any screenshots today, I want to save the Suspense till the next post, because trust me it will be a juicy one.
Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack]
I also worked on Implmenting some of the Basic Network features, and working on the Main Menu screen. Sorry I can't give you guys any screenshots today, I want to save the Suspense till the next post, because trust me it will be a juicy one.
Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack]
Jun 3, 2014
BG_1 "We got the Basics"
So I have been really Productive today
(Sorry that I haven't been able to start on Dev till today, but things have been kinda busy at home)
Anyways, today was a very productive day as I got what I thought would take me 3 Days done in 4 Hours.
I had forgot how fast I was, and over-estimated. It's easy to do that when you hadn't worked on a game in awhile!
You can pretty much tell what I have gotten done today based on that list. So yeah, we got the Basics covered, tomorrow starts some of the more advanced stuff, hope to see you then!
Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack]
"Cool so it will be like a combat simulator? will there be real situations like wind range" - Robofighter1000
-Yeah, you could call it a Combat Simulator, most definitely, it won't be the most advanced thing in the world, however it's a great place to start for re-starting up and its the first project I've ever done that looks relatively possible to get done soon in a timely matter.
(Sorry that I haven't been able to start on Dev till today, but things have been kinda busy at home)
Anyways, today was a very productive day as I got what I thought would take me 3 Days done in 4 Hours.
I had forgot how fast I was, and over-estimated. It's easy to do that when you hadn't worked on a game in awhile!
You can pretty much tell what I have gotten done today based on that list. So yeah, we got the Basics covered, tomorrow starts some of the more advanced stuff, hope to see you then!
Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack]
"Cool so it will be like a combat simulator? will there be real situations like wind range" - Robofighter1000
-Yeah, you could call it a Combat Simulator, most definitely, it won't be the most advanced thing in the world, however it's a great place to start for re-starting up and its the first project I've ever done that looks relatively possible to get done soon in a timely matter.
Jun 2, 2014
Welcome to 'Battleground'
Welcome to 'Battleground' a Brand new FPS | Online game by Bondo Games
'Battleground' is a FPS Online game like Battlefield, that takes place in the Modern / Slight Future. It will have multiple Game-Modes, as well as a full Campaign system.
Sorry that we are not doingYiro, but I just got back, haven't programmed in awhile and I would like to start with something a little simpler. I hope to get a patch out Sometime Today or Tomorrow! :D
Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack]
![]() |
(This is a 'test title' a real one will be created once game development has begun) |
'Battleground' is a FPS Online game like Battlefield, that takes place in the Modern / Slight Future. It will have multiple Game-Modes, as well as a full Campaign system.
Sorry that we are not doing
Feel free to leave a comment, and I'll see you in the next post! Stay awesome :)
[FeedBack]
Jun 1, 2014
Welcome to 'Yiro'!
Welcome to 'Yiro' ! A brand new MMORPG game by Bondo Games.
This is what we will be doing guys, and because it is an MMO, once the initial beta is put up, it will probably end up staying up until the game gets near Greenlight.
So this game is going to require some advanced Visual Effects which requires Unity Pro, so I guess its time to start saving up! Until then we weill have to live without them, so this is the game idea, and the plan, let me know what you guys think, and sorry Robofighter your idea was too complicated, and such a popular game, the owner must plan to put it back up at some point.
Feel free to leave a comment, and I'll see you in the next post! Stay Awesome :)
[FeedBack]
This is what we will be doing guys, and because it is an MMO, once the initial beta is put up, it will probably end up staying up until the game gets near Greenlight.
So this game is going to require some advanced Visual Effects which requires Unity Pro, so I guess its time to start saving up! Until then we weill have to live without them, so this is the game idea, and the plan, let me know what you guys think, and sorry Robofighter your idea was too complicated, and such a popular game, the owner must plan to put it back up at some point.
Feel free to leave a comment, and I'll see you in the next post! Stay Awesome :)
[FeedBack]
May 31, 2014
Let's get Started!
Alright guys, we are ready to get started on a 'New Project' (Popular Vote) so let's do this.
I want to hear what you guys think about some ideas I have, and I would love to hear some ideas you have.
These ideas are very generic, they are not full depth quite yet):
http://strawpoll.me/1793764
So thanks for voting, and the next post will be the Patch of whatever game gets picked!
Feel free to leave a comment, and I'll see you in the next post! Stay awesome ;)
I want to hear what you guys think about some ideas I have, and I would love to hear some ideas you have.
These ideas are very generic, they are not full depth quite yet):
http://strawpoll.me/1793764
So thanks for voting, and the next post will be the Patch of whatever game gets picked!
Feel free to leave a comment, and I'll see you in the next post! Stay awesome ;)
May 30, 2014
Vote Poll
This is the last post of the month and we have come to the Conclusion of a few things, so let's take another vote!
It is obvious you guys want me to continue TSW over Radiated, but instead of TSW do you want to do what robofighter suggested and start something different?
http://strawpoll.me/1785506
Thanks for reading, feel free to leave a comment, and I'll see you in the next post! Stay Awesome :)
[FeedBack]
It is obvious you guys want me to continue TSW over Radiated, but instead of TSW do you want to do what robofighter suggested and start something different?
http://strawpoll.me/1785506
Thanks for reading, feel free to leave a comment, and I'll see you in the next post! Stay Awesome :)
[FeedBack]
May 27, 2014
We're on in 3... 2... 1..
Hey there! Welcome to the Brand new Show! Bondo Games Weekly! Today we have an EXCLUSIVE story straight from Blake Gillman himself featuring off his Brand new Game called 'Pop' it's about throwing pop at your parents to make sure they're listening to you! He also wants to thank everyone for waiting and let them know that things are back on track!
So happy days! I should be able to start work on Game Development within the next week and a half. This time off has allowed me to take note of where my Game Career has come. ( Sorry I can't start sooner, but there are some IRL things I have to deal with first)
So let me give you guys the History:
November 28, 2013:
-The first patch for my first Unity game was Released
December 28, 2013 (One Month after Beginning of Development)
-Alone World has its 7 Day Open Beta
December 30, 2013 (Two days after the Beta)
-Alone World is Cancelled
January 13, 2014
-The Bafin Analogy idea was Born
January 19, 2014
-The Bafin Analogy idea was Dismissed
January 20, 2014
-New game idea Created (Never named)
January 21, 2014
-First Update of this New Game
February 2, 2014
-Game dismissed
February 12, 2014
-Game blog moved from bondogames to bondodev
February 15, 2014
-New game idea 'The Big Room' & first update
March 4, 2014
-The Big Room Dismissed,
-Alone World 2 Dev started
March 30, 2014
-Alone World 2 Dismissed
-Radiated idea & Dev started
April 29, 2014
-The Bondo Games Celebration!
May 5, 2014
-Radiated Open Beta
May 7, 2014
-Radiated Open Beta ends
-Bondo Games asks people to vote for Unturned
May 12, 2014
-Radiated dismissed, this time a good reason behind it:
It would have been down-voted in any greenlight because the Community would consider it a copy of Unturned.
Just as the community for whatever reason decides that any game that is really blocky is somehow a copy of MineCraft...
May 16, 2014
-Its announced my Dev has stopped because my Electricity is being shutoff
May 27, 2014
-This post was made
RECAP OF GAME IDEAS:
November 28, 2013:
-The first patch for my first Unity game was Released
December 30, 2013 (Two days after the Beta)
-Alone World is Cancelled
January 13, 2014
-The Bafin Analogy idea was Born
January 19, 2014
-The Bafin Analogy idea was Dismissed
January 20, 2014
-New game idea Created (Never named)
February 2, 2014
-Game dismissed
March 4, 2014
-The Big Room Dismissed,
-Alone World 2 Dev started
March 30, 2014
-Alone World 2 Dismissed
-Radiated idea & Dev started
May 12, 2014
-Radiated dismissed, this time a good reason behind it:
It would have been down-voted in any greenlight because the Community would consider it a copy of Unturned.
Now here is a Screenshot from each of the games (Straight from the Blog) ((The Bafin Analogy screenshots are lost)
\
So now that we have reviewed the History we can talk about the Future,
Why do we Need to start another game? Why do I not stick to Radiated?
I was thinking, and Radiated seems like a good project to keep going.
However the Community might not agree.
What do you guys think is what I really want to know, do you think I can get enough votes to win a Greenlight if my game was posted? Please vote ! :)
http://www.strawpoll.me/1767231
Also (Robofighter asked) take a vote on the project I should continue:
http://www.strawpoll.me/1767240
Feel free to leave a comment, and I'll see you in the next Post! Stay Awesome :)
[FeedBack] (Press read more to see)
-------------------------------------------------------
No, but really guys, I want to appreciate all of you for Sticking by through these problems, and let you know that I'll be back into Game Development !
My electricity is back on thanks to the Church. and my brother. We do work for the Church and Father Fred helps pay out electric bill. And my brother just got a job.
So let me give you guys the History:
November 28, 2013:
-The first patch for my first Unity game was Released
December 28, 2013 (One Month after Beginning of Development)
-Alone World has its 7 Day Open Beta
December 30, 2013 (Two days after the Beta)
-Alone World is Cancelled
January 13, 2014
-The Bafin Analogy idea was Born
January 19, 2014
-The Bafin Analogy idea was Dismissed
January 20, 2014
-New game idea Created (Never named)
January 21, 2014
-First Update of this New Game
February 2, 2014
-Game dismissed
February 12, 2014
-Game blog moved from bondogames to bondodev
February 15, 2014
-New game idea 'The Big Room' & first update
March 4, 2014
-The Big Room Dismissed,
-Alone World 2 Dev started
March 30, 2014
-Alone World 2 Dismissed
-Radiated idea & Dev started
April 29, 2014
-The Bondo Games Celebration!
May 5, 2014
-Radiated Open Beta
May 7, 2014
-Radiated Open Beta ends
-Bondo Games asks people to vote for Unturned
May 12, 2014
-Radiated dismissed, this time a good reason behind it:
It would have been down-voted in any greenlight because the Community would consider it a copy of Unturned.
Just as the community for whatever reason decides that any game that is really blocky is somehow a copy of MineCraft...
May 16, 2014
-Its announced my Dev has stopped because my Electricity is being shutoff
May 27, 2014
-This post was made
RECAP OF GAME IDEAS:
November 28, 2013:
-The first patch for my first Unity game was Released
December 30, 2013 (Two days after the Beta)
-Alone World is Cancelled
January 13, 2014
-The Bafin Analogy idea was Born
January 19, 2014
-The Bafin Analogy idea was Dismissed
January 20, 2014
-New game idea Created (Never named)
February 2, 2014
-Game dismissed
March 4, 2014
-The Big Room Dismissed,
-Alone World 2 Dev started
March 30, 2014
-Alone World 2 Dismissed
-Radiated idea & Dev started
May 12, 2014
-Radiated dismissed, this time a good reason behind it:
It would have been down-voted in any greenlight because the Community would consider it a copy of Unturned.
Now here is a Screenshot from each of the games (Straight from the Blog) ((The Bafin Analogy screenshots are lost)
![]() |
Alone World (My first game) |
(Could not find a Bafin Analogy screenshot)
![]() |
UnNamed Game |
![]() |
The Big Room |
![]() |
Alone World 2 |
![]() |
Radiated |
So now that we have reviewed the History we can talk about the Future,
Why do we Need to start another game? Why do I not stick to Radiated?
I was thinking, and Radiated seems like a good project to keep going.
However the Community might not agree.
What do you guys think is what I really want to know, do you think I can get enough votes to win a Greenlight if my game was posted? Please vote ! :)
http://www.strawpoll.me/1767231
Also (Robofighter asked) take a vote on the project I should continue:
http://www.strawpoll.me/1767240
Feel free to leave a comment, and I'll see you in the next Post! Stay Awesome :)
[FeedBack] (Press read more to see)
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