Archive for the ‘GG2 Development’ Category

Behind the Curtain of some Power-Ups

Sunday, January 3rd, 2010

I thought it might be interesting for some people to understand whats my motivation to add certain things to the game. Here is a little insight on a few Power-Ups!

Health Up

Before the new Power-Up system, there was only health ups in the game, so this was mandatory.


I thought of this Power-Up because of a lot of feedback I got from players. Some were complaining about the enemies taking down too much gun power per hit. But some said it was WAY too much, others found it a little too much and even others said it was okay. So I made this Power-Up, which decreases G-Power lost when touching enemies. Put more points into this if you feel like it or leave it alone :)


Then there were quite a few people who said there were too many G powers flying around in the game. So I thought of this Power-Up, which increases the maximum capacity of G-Power for every gun. This will stop most of the players from overflowing I hope (and if not, try a harder difficulty^^).

Bullet Upgrade

A lot of my friends just LOVE the pistols in GG2. I was playing with them a lot and for the later levels, I found myself not using them anymore, because there come more and more powerful enemies and the pistols lack… something! So I’ve made this Bullet Upgrade, which increases the size of your pistol clips and makes them useful again. I want every gun in the game to be useful, even in the latest stages.

Auto Shield

This was one of the later Power-Ups that came in my mind. I use the shield a lot when I play the game, but a lot of my friends just didn’t use it at all. They found the game quite hard and I told them to use the damn shield! But they found it annoying. So I came up with the Auto-Shield upgrade, which gives the player a percentage of autoblocking enemy attacks. You don’t have to take care of blocking yourself and the shield becomes a useful item again.

This was just a little overview of the first Power-Ups you can find in the game. There is a total of 18 unique Power-Ups, so I hope to have at least a few that will please your individual playing sytle :)

Progress everyone… Progress!

Tuesday, December 29th, 2009

In case you thought I got lazy again, you’re wrong! I have to admit that lately some awesome games came out that really took a lot of my time away from GunGirl 2 (*cough*Dragon Age*caugh*).

But fear not! In the last days I’ve completed 2 new enemies (enemy list is now complete!) and 3 new levels! That means that the game is only 7 levels away from the final beta.

Right now I’m thinking about a random mode that I’ll also make for the game. After the player has completed the main story, a new location will be unlocked with random quest dudes so you can play more and more as long as you like.

But that’s in “thinking-about-maybe-or-maybe-not-phase”.

Adding more Blood to the Blood

Wednesday, December 23rd, 2009

After playing the game so long, I thought that there should be more variation in the different blood effects, to make combat more… satisfying. So I’ve increased blood effects today from 8 to 22 :D

Yeah, this feature seems minor. But come on… who wants to kill zombies without a ton of gore ^^

Project update :)

Friday, December 11th, 2009

I know there hasn’t been an update in quite a while now. There were a few personal things and I had to take a time off to free my mind and be “at peace” again. I think the worst thing that has ever come to artists is the bad time management of business jerks. Art can’t be rushed! And because of that I will take however long I want for my free-time projects to make them as best as I can - and I promise that GunGirl 2 will be an outstanding game (take that how you want^^)!

Also, I’ve gotten some incredible music pieces for the game lately and I can say that this soundtrack will be definitely something to put on your iPod ;)
Josh Whelchel is an amazing composer, and if you don’t know him yet, check this guy out!

I’ll do everything I can, but if I feel that the game will not be out until January – but not later than February. Of course there will be another BETA phase before the actual release! So stay tuned, load your shotguns and keep a close eye to the progress bar :P

Stereo Sounds!! *yay?*

Saturday, October 24th, 2009

Thanks to our fella UrbanMonk and his help over at (again!), the game now supports full stereo sound effects. With left and right speakers! What makes this worth a devlog? Did you ever go through a complete game engine full of sound effects and manually pan every sample to it’s origin?

But with the enlarged battle field, it was totally worth it :)

PS: Want some random useless information? There are a total of 186 different sound effects in this game so far^^

Back 2 Work

Friday, October 16th, 2009

This is my last day at work before I go on a 2 week vacation *yay*!! And my girlfriend only has 1 week for her vacation, that means I will spend the next whole week on the game alone *yay*!!

For all my beta testers: Please have most of your reports finished within the next week.

Will keep you informed about how the last part of the world will go along and when the release date is. Have a lot of cool stuff thought out and I hope it will turn out well :)

Beta Phase Has Officially Started

Tuesday, October 6th, 2009

The so far finished content has been bundled, packaged and sent out to brave people who will go through all the bloody zombie killing to point out gameplay flaws and weaknesses (and maybe for my motivation some good points as well^^). Well, this means while others are doing my job, I will lay back and watch some porn or something :)

After I get the feedback, I will continue work on the last parts of GunGirl2. It’s not too long from here, folks!

New Savegame Feature

Wednesday, September 30th, 2009

I’ve rewritten my savegame routine of the game. With the old save feature, I could only save global values for the game like Shotgunammo, Pistolammo, Health etc.. I could not save anything that’s going on inside a level. 

With the new system, I can literally save EVERYTHING that’s going on in the entire game. Right now, I’m adding new stuff to the levels that are now possible with this new save engine and it’s a lot of fun :)

Improved Field of Battle: The Video!

Wednesday, September 23rd, 2009

Because of a recent comment over at my Daily Click page, I’ve decided to make a little video about the new zombie spawning system that will explain it better than I could ever do…

Enjoy :)

Music by NemesisTheory

Improved Field of Battle

Tuesday, September 22nd, 2009

A new game mechanic is done, which improves overall gameplay a lot. Until now, there are lots of gravestones across the game which will spawn zombies if you stand near them. This was nice and ok, but it limited the area of new spawning zombies to a small field around you, reducing the battlfield and making fights less interesting and more repetitive.

I gave this some thought and I might have found a solution to make the game more interesting. The new system makes gravestones a lot more dangerous. When you get near tomb stones, zombies will start spawning at ”clever” spots depending to your position and where you have been before, and not only right around you. This enlarges the actual battlefield a lot and makes combat more challenging :)