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Last Stand - first test #411767
11/19/12 17:36
11/19/12 17:36
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Hey guys, I wanted to show you something I've made lately laugh
Please, share your emotions and criticism after playing this demo:
Download link
Here is the screen (so you will see, what you are about to download):
Quote:
One:

Two:
Everything is still WIP laugh And please, don't use/share anything from this demo!!

Movement input:
WSAD - movement
MOUSE LEFT - shooting
E - melee attack
R - reload
You can respawn by pressing anykey, right after death!


Special thanks for rayp, as he shared long time ago, that ass kicking foot with me.

Edit: fixed download link!

Last edited by 3run; 12/18/12 18:05.

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Re: Last Stand - first test [Re: 3run] #411768
11/19/12 18:20
11/19/12 18:20
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Posts: 4,225
Germany / Essen
Ok, I found it pretty hard, but it was ok. These guys are cooperating to kill you, right? You really need to show a score. The game mechanics are already pretty solid. The explosion sounds are taken from HL2, right?


Always learn from history, to be sure you make the same mistakes again...
Re: Last Stand - first test [Re: Uhrwerk] #411769
11/19/12 18:23
11/19/12 18:23
Joined: Nov 2011
Posts: 274
de
lemming Offline
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lemming  Offline
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Posts: 274
de
As Uhrwerk said, the mechanics are solid, the game is very hard. Is it supposed to be a template?
And the enemies seem to be very angry at me, because they are even shooting the dead body. ^^

Re: Last Stand - first test [Re: Uhrwerk] #411770
11/19/12 18:25
11/19/12 18:25
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Uhrwerk@ no, they are not (even if it looks like they are), sometimes, they even kill each other (they are very depressive) laugh Thank you for kind words. About the sounds, yes, they are taken from HL2, that's why I ask people to do not use any kind of resources you can find in this project, they aren't made by me (models, sounds, sprites) and I don't claim they copyrights. I only used them as a placeholders for testing purpose (cause I'm not an artist etc).

lemming@ thank you for your feedback mate laugh and yeah, this is my first shooter template, on which I've been working on for last few days. This bastards are very angry, you are right grin About AI, I've reduced number of enemies from 7 to 3, cause I've found that map is too small to escape from them, at once I even tested it with 40 bots, that was a massacre grin

I have small game idea in my head, on how to use this template.. BTW, those green and red points are the traces, which where used for an obstacle avoidance. Demo runs in debug mode, that's why all stuff are visible (trace end points, fps, nodes).


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Re: Last Stand - first test [Re: 3run] #411776
11/19/12 20:01
11/19/12 20:01
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Posts: 4,225
Germany / Essen
Ok, I really was under the impression they were cooperating. Sometimes they all three were firing at my dead body, but not on each other.

Two other things: you should add feedback, when the player dies and when a bot dies. At the moment you shoot far too long because you didn't notice you already died. The same for the bots. You shoot at them longer than required because its hard to see when they die.


Always learn from history, to be sure you make the same mistakes again...
Re: Last Stand - first test [Re: Uhrwerk] #411778
11/19/12 20:11
11/19/12 20:11
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Uhrwerk@ yeah, in that case, you can really say that they are cooperating to kill you grin Cause they do they best, to rich you as soon as possible, to punch all health points out of you laugh About shooting each other, they don't detect each other as an obstacles, so they walk directly to the player, when one bot overlaps the way for another one (my English sucks grin ), at that time, the one behind starts shooting (as if he could see player directly) and his bullets, can hurt friendly bot laugh About feedback, as you see, for visuals I use bounding box models (which I use for collusions), I'm planning to make it invisible, and add "ghost" models for visual performance (animations, etc). Maybe that is what you call feedback? Or, what you've meant? laugh


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Re: Last Stand - first test [Re: 3run] #411779
11/19/12 20:21
11/19/12 20:21
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Posts: 4,225
Germany / Essen
For example. Even a deathsound would be helpfull.


Always learn from history, to be sure you make the same mistakes again...
Re: Last Stand - first test [Re: Uhrwerk] #411780
11/19/12 20:23
11/19/12 20:23
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Ok, I'll add them in next update laugh I just didn't think about such stuff at all for this basic demo laugh Thank you once again laugh


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Re: Last Stand - first test [Re: 3run] #411781
11/19/12 20:40
11/19/12 20:40
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

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Posts: 2,107
Germany
As always nice but as said already, too hard to play grin

Solid movement. And iam glad to see the "Mighty Foot" is back grin
Keep it up !

Which pathfinding did u use ? Iam really interested in this point.
greets


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: Last Stand - first test [Re: rayp] #411782
11/19/12 20:44
11/19/12 20:44
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Joined: May 2009
Posts: 5,370
Caucasus
Yeah, it's hard to play, I know grin But it's very flexible to adjust difficulty laugh
Here is the thread of the pathfinding:
Download link
Thank you for kind words laugh


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