2 registered members (AndrewAMD, ChrstphFr),
941
guests, and 4
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Last Stand - first test
#411767
11/19/12 17:36
11/19/12 17:36
|
Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
|
OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
|
Hey guys, I wanted to show you something I've made lately 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): One: Two: Everything is still WIP 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.
|
|
|
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
Expert
|
Expert
Joined: Jan 2002
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]
#411770
11/19/12 18:25
11/19/12 18:25
|
Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
|
OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
|
Uhrwerk@ no, they are not (even if it looks like they are), sometimes, they even kill each other (they are very depressive) 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 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 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 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).
|
|
|
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
Expert
|
Expert
Joined: Jan 2002
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
OP
Senior Expert
|
OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
|
Uhrwerk@ yeah, in that case, you can really say that they are cooperating to kill you Cause they do they best, to rich you as soon as possible, to punch all health points out of you 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 ), at that time, the one behind starts shooting (as if he could see player directly) and his bullets, can hurt friendly bot 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?
|
|
|
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
Expert
|
Expert
Joined: Jan 2002
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: 3run]
#411781
11/19/12 20:40
11/19/12 20:40
|
Joined: Jul 2008
Posts: 2,107 Germany
rayp
X
|
X
Joined: Jul 2008
Posts: 2,107
Germany
|
As always nice but as said already, too hard to play Solid movement. And iam glad to see the "Mighty Foot" is back 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
OP
Senior Expert
|
OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
|
Yeah, it's hard to play, I know But it's very flexible to adjust difficulty Here is the thread of the pathfinding: Download linkThank you for kind words
|
|
|
|