Keep
Ok , thank you , yeah hardcore !!!
Hello,
the release 2 of the demo is online ! It brings a few improvements and fixes, I hope, most of the defaults of the last one .
Inside :
- 3 difficulty modes
- checkpoints (only on easy mode)
- sniper-style zoom on the right-click
- collisions improvement
- level-design bugs fixed (trapped in the crypt, jump over the church rail)
- visibility bugs fixed
- enemies’s death more…visible ;D
- background of the keys images transparent
- blood more natural (darker)
- upturned turrets in the crypt
- bug on turrets orientation fixed
And it’s always in test on : http://fleshsnatcher.sourceforge.net/demo/ . Of course, I still wait with joy your comments .
Nice! I played it until the end and I quite enjoyed it. I love the different colors and moods of the rooms. Overall it had a professional feel, great job!
Oh thank you !
…And the level 2 modeling will restart ;D .
I finally got around to trying this. It’s a really impressive bit of work!
(I don’t know how many levels were supposed to be accessible in the demo, but I only saw the cemetery. I killed everything I could find, but nothing more happened. Is this a bug? Or did I miss something?)
On the technical side of things, I think the sound is a weak point compared with everything else. The thud-thud-thud of gunfire is very repetitive and doesn’t feel right for the environment.
As for gameplay, as ra4king has said it seems like you have to pump far too many bullets into an enemy to get rid of it. I think you’d need to put a lot more work into the enemy AI to make them interesting to fight the way things are. Alternatively, you might consider making the enemies die after just one hit, but compensate by spawning wave after wave of them (almost like you’re playing Space Invaders rather than Quake). Just a thought.
I’m looking forward to seeing this game take its final shape.
Simon
Hello dishmoth,
[quote]I finally got around to trying this. It’s a really impressive bit of work!
[/quote]
Thank you very much .
[quote](I don’t know how many levels were supposed to be accessible in the demo, but I only saw the cemetery. I killed everything I could find, but nothing more happened. Is this a bug? Or did I miss something?)
[/quote]
Well, normally when you kill all the enemies (when the counter on top-left is at zero) that should open 2 doors : the “spawn room” one and a little one which opens a path at the back-left of the cemetary (big grey tomb) . If that didn’t happen, it’s a bug (oh no !).
For the sound, you’re right the gun is pretty irritating ;D . I must find something softer and replace too the enemies shooting, which are ridiculous…
For the gameplay, ok, I can try to make them weaker and more numerous to compensate… You’re right for the AI, I already implemented pathfinding for the level 1 but now certain enemies must have more various behaviors. I’ll concentrate on it (navigation meshes ?).
For the space invaders gameplay, that’s a great idea !! Maybe not the entire game, but enemies like you said, and maybe that mustn’t reach the ground, would be great, thank you !
I didn’t notice the counter. And it’s probably safe to assume that I didn’t notice the open door either. :
Simon
maybe if you made the guns fire a bit slower like the shotgun in quake.
Hey, thanks for the idea, but maybe that can make the game softer… Hmm, but Quake isn’t a soft game ;D , I will try .
Otherwise, I have a little request :
According to certain problems which occur on Mac in particular, I just put online a new version based on LWJGL 2.8.3 .
Please, can you reload the game and tell me if all works fine ?
Ideally, if you have a Mac and tried to play unsuccessfully, can you retry now ?
(on http://fleshsnatcher.sourceforge.net/demo/ )
Thank you !
Hello !
I’ve put a new demo version online, with several code improvements :
-
resolution of the main collision problems (staying trapped in corners, etc…) by revision of the BSP trace algorithm.
-
Implementation of a scenery management system : now we can add, remove or load pieces of scenery from scripts in the map. I improved too the PVS system, which avoids now some bugs.
-
I noticed that my insertion of convex brushes in a BSP tree algorithms were totally bugged !! That’s why enemies behaviors were sometimes weird. Too many brushes were added, so I made routines that remove the unnecessary brushes. Now collisions are faster and more precise .
I also made a new piece of scenery, the most courageous of you can see it, and also hear a new end music version, by my brother himself ^^ !!
Hello,
I post just to give a few news :
the modeling of my castle progresses well, I think I’ll finish the level at the end of this mounth .
Now, I try to insert the lights, it’s not easy on more complex geometries…
Here are a few parts of what I’ve done :
…some funny details ?
how exactly do the lights work? i went through your code a while back to give myself invulnerability, but didn’t really see it in there. just curious.
In fact, the light effects are simply lightmaps, which I don’t generate myself but by using the little soft FSRad (I lost the download link ). This awesome soft makes pretty realistic textures by managing radiosity, etc… I recommend it .
[quote]i went through your code a while back to give myself invulnerability
[/quote]
Lol ! Did you succeed ?
yes. I wanted to see what the rest of the level but i kept dying the first time the turrets teleported in.
Ha ha, yes, you probably have felt from a rock ! There’s a minimum altitude (it’s in the world.Map class) …
Hey, while I’m here, a little wip ?
nah. i was so damaged after fighting the triangles from hell thw turrets would shoot me and i’d die.
map looks pretty awesome. what are you making it in?
Hey, thanks for the map ! But i’m sorry i didn’t understand your question (yes, i’m a mushroom in english!) . Did you ask me what i’m modeling in the level ? In that case, it’s a “sort of castle” ;D .
Otherwise, for me this week, intensive modeling ! The level scenery is almost finshed (but as usual, I’m not totally satisfied…), and the next demo will be released probably in a week, time to “populate” the level .
And here are the usual screenshots ;D , showing the try to have a more “survival” ambiance :
what program did you use to make the map?
Oh, sorry !
I use Milkshape3D to make the meshes, a little bit Blender just to convert them in the .tri format, which permits me to lightmap with FSRad .