Legend of the Chambered

Hihi, found test render of an earlier version of the engine, with placeholder art stolen from google somewhere, and a really hacked together ball particle engine:

http://www.mojang.com/notch/chambered/bounce.gif

The engine supports rendering to disk at 30 fps regardless of actual framerate. If you’ve got lower fps than 30, it’ll still render (exactly) 30 fps to disk. The game will obviously run at lower than normal speed when that happens, but playing back the video will show it at full speed. :smiley:

Doesn’t accept input in Opera here, even after frantic clicking and switching between tabs. :frowning:

You’re right Bonbon-Chan, it would be better to handle this case as I did in TUER, I used a solution that is fine with an azerty and a qwerty keyboard.

New version up, seems to accept keyboard input in opera, although you might have to click the applet TWICE (for some reason…) first. And the framerate REALLY sucks in opera. :frowning: [edit:] No, it doesn’t, nevermind. :wink:

There are items you can pick up now. =D Check out the woods.

Oh, and I’ve added some more keys for moving around; the arrow keys and the numpad. Also, it should work on java 1.5 now.

1.5 works great - love it - Eye of the Beholder in an applet! Especially like the particles & jiving zombies ;D
I’d slow the walk down a bit though - make 'em scared to turn that corner…
Get it fully functional and here’s a very playable game!

Could you use Z too to walk forward please? It is not used yet and it would be easier for french users.

Qwerty keyboard :

QWE
ASD
ZXC

Azerty keyboard (french) :

AZE
QSD
WXC

Qwertz keyboard (germany) :
QWE
ASD
YXC

And i don’t speak of other keyboards (arabian, korean, …)

For French user, the Z is free but A and Q are switched

It worked on Mac os X Leopard, starting it with the appletviewer. Good framerate. This looks really promising. But I know that it is a huge amount of work to build something with a story. I have tried it.

The engine looks nice but the textures could be a little bit more highres. Is it possible? What is the plans? Need help?

I LIKE lowres, so I’m going to keep it like that. It’s part of the look, plus it helps keep the game small. =)

And I’m going to try to finish this on my own, but thanks.

Good call on the lowres, makes it feel cozy! :slight_smile:

What do you use to render the maze? Using an BSP tree ala doom or “raycasting” like wolfenstein does?

Sorry for the delay. Your game is now in the incubator, this part of the website has been created today. Feel free to modify the description (no login required to do this). I will write the news about it and add it in the RSS feed later. Keep it up :slight_smile: Good luck… This game reminds me Art Attack…but your game is faster :slight_smile:

Neither. Tiles are rendered in order, starting with the tile closest to the player. Tiles can either be open or solid. If they’re open, they can contain any convex shape (like the pillars, or the hexagonal tile). More shapes are possible, but requires manual z sorting within the tile.
If they’re solid, they instead have four walls. Each wall only gets rendered if it’s facing the player, so I know what order I can draw things in in that wall without having any overdraw. The stairs, for example, are actually walls.
I use some fancy clipping on the walls to prevent them from overlapping other walls

Very cool, reminds me of a game I used to play as a kid on DOS called “Nightmare 3D”…fricking amazing game that was…

I did notice that the knives near the start of the map rotate around their UP axis as I rotate my view, is this a bug or the way you render things?

DP :slight_smile:

All sprites are rendered as billboards, so it’s technically not a bug, although it does look a “bit” weird.

New version up!

http://www.mojang.com/notch/chambered/inventory.jpg

  • Inventory. Click the character portraits to open the inventory window, click it again to close. You can also press 1-4 on the keyboard.
  • Combat. Equip a sword, then right click it to attack.
  • Food. Pick up an apple, then right click on a character portrait to eat it. Running out of food doesn’t do anything yet.
  • If all characters die, you can’t continue. Reload the page if that happens. :wink:

Power and HP recover automatically over time, but at 1/4th speed when moving. HP regain is slooow to make room for healing spells.

I mainly would like feedback on the combat mechanic. I’ve tried to balance the power drain / power regeneration to make combat feel slightly tactical, and to discourage circle strafing.

Woops, that version didn’t work, so I’ve uploaded a new one now. Sorry about that. =)

Cool, the keyboard works now in opera. What was the problem?

Good progress, the inventory system works very intuitive.
Now I want to throw apples at those dancing monsters ;D

I like the quirky rendering and scenes, nice job on it.

I don’t like the controls and I personally think that full 3D games with physics (i.e you move around and can bump into stuff) should embrace all forms of movement including circle-strafe to give dynamic fights.

So to sum it up I don’t like that it’s really awkward to cricle strafe and I don’t like the way we have to hit with the sword by clicking on it, it feels like you’ve got this awesome 3D environment with physics but you have to stand still like a text-based game to fight!

I think that with awkward controls or no strafe you’ll just eventually see people dodging by going backwards and forwards a lot, or turning then going backwards, which is not really any different in the end except from being less intuitive.

Great job overall, it’s got lots of character and looks well done.

Hi!

Sometimes, I can only use the mouse and not the keyboard. I had the same problem in TUER because I had set the keyboard listener not on the same component than the mouse listener. I hope you can fix it.

I love how the ennemies explode when you kill them lol. Keep it up! ;D

It keeps getting better and better!

From a controls perspective, I like to use traditional FPS controls which means I use the mouse for turning and never touch the Q and E keys. The only time this becomes a problem is when attacking by clicking a weapon, you can no longer turn. This really isn’t much of a problem though as you can fairly quickly turn and return to attacking…

Also, if you have an item in hand you must make sure your mouse is not hovering over the floor when you try to turn.

Personally, I kind of like the way in which you have to click the weapons to use them for each member of the team.

The following game play video will show how I play the game and you should see that I do not have much trouble killing the dancers although Diana and Teron did die ;D

http://www.vimeo.com/1096320