Hello !
This mounth, I hadn’t very much time for the modeling, but I still took a moment to finish the inside of my church . So here are immediately a few screens :
And next step : a nice little cemetary .
Hello !
This mounth, I hadn’t very much time for the modeling, but I still took a moment to finish the inside of my church . So here are immediately a few screens :
And next step : a nice little cemetary .
I dunno why, but I kind of get a Timesplitters vibe from those screens.
I miss timesplitters.
Hello and happy new year to everyone !
@Gingerious
Thank you ! I don’t know this game very well but I know it is very appreciated, so that’s a true compliment !
Otherwise, for 2012, my resolution is to finish at least this f*****g game ! That’s why, after a little pause, I worked on it seriously this week and began to modelize new pieces of scenery.
So, here is a superb tunnel to access to a crypt under the church :
And what we found in it (this piece is still WIP for the textures mapping…) :
Here is also my first try for the cemetary (where I tried a few trees, well two…) :
And to finish a little arty view : I like the desolate feeling in this screen (yes, I congratulate myself, now !)
Otherwise, I noticed that my famous “soft stairs climbing”, applied to the enemies, makes the IA driving mad sometimes (without really understanding why…), so only the player will benefit from this algorithm .
I must say I’m sorry for the delay about the next demo, what I’ll do is to put online all the “church area” (first part of the level) in approximatively 2 weeks, the time to finish one last room and to program the new enemies .
PS : One last screen, almost live ! It can be called “a scary path” :
Wow…those are some beautiful screenshots! Did you draw on all the graphics and textures yourself?! It looks really beautiful, amazing job!
I’m almost sure he made these models himself, nice job.
Thank you very much to both of you 8) !
Actually, I make all the models myself with the Milkshape3D modeler, but not the textures, I find them on the web, espacially on the CGTextures site . I also use several softs to help me, like Arbaro for the trees, or FSRad for the lightmaps…
All the models I said ? No ! In fact the gun and the security cards (first level) were designed by the artist Spoke, like all the 2D features .
Godspeed! Looks great so far. Missing enemies of course.
Missing enemies? Obviously you haven’t even played it ;D
By judging from the first screenshot, it doesn’t show enemy
played the very first version only
but i assumed those were mostly dummy enemies and not anything final
and since there are none on the new screenshots either, I would guess that they are still subject of change
Ah ah, yes I must confess no progress have been made about enemies . They’ll be still temporary and still little polygons soups. But I have great hopes that things change soon thanks to an operation that a french site will make around the game . But I shut up, I talk too much ;D …
Hello !
I finishes theorically the last room (let there be rocks !) :
I must say I’m not really satisfied of it, even if I spent 2 nights on it ! Nevertheless, I will let like this for the next demo and work it back later.
Last step : program the enemies .
:o That looks amazing! Brings back memories of a completely different type of game that I used to play on my Dreamcast
Thanks very much for being indulgent with me !
What was this game (for my personnal culture ;D ) ?
It was a ski racing game where one level was inside some caves and your screenshot looks strikingly similar ;D
Hi
I tried your game with my old ATI Radeon 9250 Pro, it worked very well, there were only a very few slowdowns when there were many enemies. However, it does not work on Mandriva Linux 2006, LWJGL complains about GLIBC 2.4 symbol not found.
Hi Julien, thank you very much for your tests ! Yes, the slowdowns are certainly caused by the collision tests which increase exponentially with the enemies…
Otherwise, actually I’m bored of lwjgl and its compatibility problems >:( ! One of these days I’ll try to switch to jogl !
What compatibility problems? LWJGL doesn’t do anything except provide a direct binding to OpenGL. If you have any problems with LWJGL, blame OpenGL and the crappy drivers or blame Linux.
I just had a chance to try this. I was panic before knowing the movement are RDFG, not WASD ;D
Hello !
@ra4king
Well, the problem with LWJGL is that the old versions are not compatible with recent material (I had to take 2.7 to be compatible with latest computers), and visibly, gouessej seems to prove that recent versions are not compatible with certain old machines and/or OS. Don’t want to troll, but understand me, it’s not simple :-\ !
@ReBirth
Ha ha ! Yes, it could be a bit disturbing but this configuration has the advantage to be compatible with both QWERTY and AZERTY (french keyboards) .
Otherwise, good news for the demo ! I think it will be online soon, in 2/3 days,
I finished the enemies behaviors, I just have to place them in the map, add few objects and scripts, and here we are !
See you very soon…