0 working days (one weekend) until the competition deadline and we manage our first public alpha! Will we make the compo in time? C’mon! ;D
(the original download is temporarily DOWN, so use the main site instead, which has a mirror of the download: http://grexengine.com/sections/games/survivor/ )
http://www.cokeandcode.com/survivor/webstart/survivor.jnlp
In this demo, you can:
- run around.
- try not to get killed by the red things
- try and shoot them
- if you kill all of them (approx 20) then the doors will open and you can move to other rooms (also filled with monsters)
- visit the other rooms in the level by finding doors and walking under them when they’re open.
- NOTE: in the bottom right of the screen is info on all the mobs in the current room. Including a counter telling you how many you have left to kill.
Controls (IMPORTANT!)
- up, down, left right
- A, W, D, and X fire in the four compass directions (E/N/W/S)
- -/=/,/. zoom in and out, change FOV, etc
Known bugs:
- the doors in the 4 satellite rooms are too small (my fault) and you have to be pixel perfect when walking under them in order to leave the room. Once you complete the room, wait for the door to FULLY open, then walk under it and fiddle with the keys until you hit the sweet spot and you will be teleported out.
- monster AI is crap. It’s my quick hack whilst we try to get the flocking AI working fast enough (note: we’ve got a demo of the flocking code outside of the game using 100+ monsters and it looks very cool…I’m really hoping we fix the problems and get it into the game in time!)
- you don’t get any points for killing things!
Levels:
- “temple” is the level I suggest you play first. It’s quite small and playable.
- the other level (pyramid) is only half-complete and some rooms are impossible (e.g. because I hadn’t got around to adding mobs to them yet, or the mobs spawn in inaccessible locations)
I’m afraid this comes with oodles of disclaimers too…
[] We’ve spent a lot less time on the game than we wanted to; we could really have done with another four weeks. So it’s missing a lot of polish. I’ll soon be updating my dev-diary on JGF (see my sig below) with the history, the highs and the lows, right up to the last week, and you’ll hopefully agree we’ve actually done pretty well considering! PS: “soon” probably means in 1-2 weeks time
[] There’s a lot of things missing from the current webstart build. We’re desperately trying to add these over the next 48 hours, so lookout here for update posts. In particular:
[list]
[] the flocking AI isn’t in yet - it’s super-fast when compiled, but there’s a performance problem when running it from beanshell that makes in unplayable right now
[] no sounds
[] only one MD2 model for monsters
[] no user-configurable controls
[] at least one big level in the works
[] most rooms should have more than one monster respawn point - so that they are a lot more challenging - but at the moment there’s only one each. The rooms were designed for multiple spawn points, so some are really boring right now.
[/list]
Authors (in alphabetical order):
Dave Blake:
[*] Misc AI (in particular the flocking)
Kevin Glass:
[] 3D renderer
[] most game logic (plus controls etc)
[] webstart packaging (harder than you’d think!
[] lots of internal tools and libs etc
Adam Martin:
[] original design
[] production / project management
[] core logic, internal data structures and management
[] menu + loading screens
[] level design
[] level editor
[*] beanshell scripting system