Daedalus - no escape

I played the game. It is very top notch and looks professional.

The only thing I suggest is an aiming cursor. Even if you won’t do it for server game implementations, make it an option for local game so beginners can get used to the aiming controls and how they work. (This game controls a lot differently from Crimsonland… but, it is very enjoyable none-the-less.) Keep it up!

I think once there are more limits in the gameplay, the game will be more
dynamic and fun.

-weapon, ammo, health picksups
-transporters / portals
-force field doors that go on and off in a specific sequence(where you can see though, but not shoot though)
-jumppads?, where you somehow get accelerated to a new x,y position

-maybe a 3rd dimension in the sense of platforms:
what I mean are areas that can be accessed from the floor plane though staircases,
tranporters and jumppads.
On the platform the player can jump down any time.

Around the platform is an area marked as “too low” in the sense,
that you can not shoot (and look) from the floor onto the platform from there as you are too close
to shoot from this angle.
From the platform you can shoot down, except onto the marked area.
when not beeing directly at the edge.

This gives the game another cover dynamic and movement limit apart from the walls/corners.

Okay here’s my promised suggestion:

Remember the last used weapon ;D I love 2xshot. Oh, flashlight default on will be good too.

Environmental hazards would be nice, not just as a hazard for the player, but usable against opponents too. Sending them flying into spikes, saw blades, flames, acid, live wires, bottomless pits, luring them next to pop-up turrets, that sort of fun stuff :slight_smile:

It’s a really really nice work! I did not find the “easy” AI hard at all (but maybe I’m too good 8) (or maybe you lowered the level))
I like the fact that you put the game in fullscreen mode when it starts. Yet I don’t know if people like that generally ?..
I’ll follow your project progress :wink:

lol easy? I play medium all time, at worst case finish on 3rd :stuck_out_tongue:

Just tried the game, very nice. Love the lighting effects, only (minor) complaint is that the player sprite could be improved. But awesome overall.

A campaign can be made too I think, for single player purpose.

great, thanks all for your comments ! :slight_smile:

@ra4king:
hehe, may the gaming gods hear you ! :wink:

@ctomni231:
I’m currently trying to implement one … it’s not easy to have something at the same time nice looking, not too big/noticeable on the screen and still usefull ( but not too much, otherwise it would be too easy :smiley: ). I’ll post a screenshot in a few hours :slight_smile:

@Damocles:
in order :

  • yes for sure ! health pickup is already done, ammo + weapon pickup will come soon ( I think it’s the next thing I’ll implement after the crosshair ). I plan to have the same kind of behavior as in Quake 3 : start with default weapon(s) ( they will depend on the map ) and then pick up additional ones. On repawn revert to the default ones …
  • that’s indeed a good idea, I’ll keep it in mind !
  • good idea as well, but I have lots of things to do as prerequisite … most of them in the map editor :slight_smile:
  • acceleration pads could be fun, I’ll keep them in mind as well
  • 3rd dimension is something I excluded from the beginning, thinking it would be too ambitious. I had to put boundaries to the project to be able to get to the end, and this was one of the boundaries :slight_smile: So I think I’ll stay away from it … maybe in a V2 :slight_smile:

@ReBirth:

  • remembering the last weapon will certainly become useless after the weapon/ammo system will be finished as you will loose almost all your weapons on respawn :slight_smile:
  • yes why not for flashlight default on :slight_smile: Keep in mind that the bots are aware of the light level … so you can hide in the dark … unless you have your flashlight on :wink:
  • for the campaign, maybe I’ll do something like a sequence of challenges versus bots on different maps … for sure I will not do a classic solo game ( with a scenario and so on … ), it would be too much work for me :slight_smile:

@sproingie:

  • some of these sound quite feasible, I’ll keep them in mind :wink: This should be used carrefuly I think otherwise the map could become a big mess :smiley:

@Tim Spekler:

  • nope I didn’t lowered anything :slight_smile:
  • I default to fullscreen on first launch because to me it’s the way almost all desktop PC games are doing … but then I have no idea if people like that :slight_smile:

@Jimmt:

  • I completely agree, I still have some progress to do to draw correctly the player from top view … maybe I’ll render something from a 3d model as a reference because I have difficulties to visualize how a marines looks from top :smiley:

Thanks again for all your comments and suggestions, it helps a lot to keep me motivated ! :wink:
cheers.

Keep the full screen default. It is more professional. 8) Almost all AAA games for PC these days go right to full screen. Right now your game looks A^3. It kinda feels like unreal tournament but 2d.

My only gripe which is a personal one would be the camera. I cannot play for longer then 5 minutes before getting sick because the whole screen rotates with the camera. It would not be as bad if the guy was more centered and not like at the edge. I know that you want people to be able to sneak up behind you without knowing but I just can’t stand it. I don’t think others are like me so no need to really give it much thought but maybe have some options on how the camera works. Other then that, everything looks great. Keep up the work. ;D

(bold) Then I did it wrong all this time ;D

no need scenario, I mean just a challenge with bots and you can post your score online (leaderboard). I think it’s good move because no guarantee the server will always populated all time (except you have gained same popularity as WoW), keeping players get back to your game even no one online.

here’s a minor update:
http://www.daedalus-thegame.com/download/daedalus-0.1.8.jar

it includes :

  • crosshair, the crosshair + tail can be enabled/disabled in the player options ( main menu or in game menu). It is enabled by default
  • bots react when they are shot ( in the back :slight_smile: )
  • bots react to shooting sounds

Yes I’m well aware of that, I have a friend who feels the same as you :wink: . The problem is that I want to keep the actual gameplay ( that’s the initial idea of the game, and that’s what makes it different from other ones … ), and I fear that if I introduce an alternate gameplay ( like the player centered in the screen, no screen rotation, and a mouse cursor to aim and shoot … a bit like Alien swarm ), it may be easier than the original one … and so it may not be fair if two players using the two different gameplays play together :frowning: So I’m a bit stuck with this.
Maybe I should provide a vomit bag with the game ? :smiley:

I like the idea of online score a lot ! thanks for the suggestion. The score could depend on the time to finish the map, the rank, the bot level, and maybe special things like direct hit with a rocket, rail gun hits, double kills … hmmm good :slight_smile: Definitely a good idea !

EDIT:
here’s a screenshot of the crosshair:

The crosshair moves along a vertical axis to show the impact point ( on a wall or a player ). It becomes more transparent when closer to the player. It is displayed in red when aiming another player. :slight_smile:

I like your crosshair. It feels really better to play with it. I 've got the feeling that the sniper rifle may be a too much powerful weapon now, because it kills in one shot, is really precise and can be used at any distance (even if it makes time to reload)…

Just make it reload a hell lot slower so that you can’t use it for direct combat

The way you do the players vision, you know how they can’t see around corners in halls and stuff, use the same thing but make it so players can’t see say 5 feet behind their guy but the guy is more centered in the screen. That way we can still go snukin around. That is the only thing I can think of.

Oh it needs stealth mode and maybe some other fun power ups like deploable turrets, shields, trip mines, and spike pits. Make portals that go to other locations that you can fire at and have the bullets go through as well. Doors that you need to click buttons to open. Air locks that when open suck things out. Maybe different floors by using elevators that just “teleporting” the player to the next lvl/map. Man I could go on but I will stop.

@deathpat
Actually that’s my egoist idea, because I live in outer world when nobody online as I am, but I believe I’m no the one :slight_smile: Glad you like it.

Ooh, stealth mode, there’s a possible alternative to the flashlight: infrared goggles. Render enemies as glowing thermal blobs, lots of bloom.

@Tim Spekler & Sickan :
the rail gun actually kills in one shot only if you play versus bots in easy or medium because they have respectively 60 and 75 base health and the rail gun is causing 80 points of damage. Versus humans or hard/insane bots, one shot is not enough :wink: Moreover this will also change when I will introduce armors, even an easy bot with an armor will not be killed with one rail gun shot. I will review the weapons balance after all power ups ( and maybe new weapons … ) will be implemented. And for sure playing on the reload time is a way to change the balance :slight_smile:

@StumpyStrust :
hehe that’s a lot of ideas :slight_smile: I will start to finish implementing the basics ( pickup weapons + classic bonuses like damage multiplicator, armors and so on … ) to see if the gameplay is still good, and then I’ll advise. I fear that if I add too much, it would be too complicated/messy to play … to see.
For the different floors via teleporters, thanks I take note, this should be quite easy to do :slight_smile:

@sproingie :
yep infrared red goggles was something I already had in mind … I have to think about how to achieve this effect, it may not be easy to have it nice.

Hi,

Here is a screenshot that shows some progress :

  • pickable weapon items ( here shotgun in yellow and big mama in blue … )
  • ammo management
  • new hud for weapon selection/status which shows available weapons + the ammo level of each weapon
  • bots are now able to seek weapons and health when needed ( … ok this doesn’t show on the screenshot :slight_smile: )
  • … and that’s all :slight_smile:

cheers


http://www.java-gaming.org/user-generated-content/members/84409/daedalus-weapons.jpg

One feature I’d really love right now:
Make any resolution being pickable, if you are playing in windowed mode. I can hardly play fullscreen, cause it’s awful (you know, these linux problems with 2 monitors…) and in windowed mode I can’t see the hud…