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Author Topic: hhexen  (Read 82904 times)
HamsterofDeath
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« on: July 30, 2007, 02:25:13 am »

hhexen is the working title of my current project. a prototype/demo/showcase will be released around 19:00 pm (gmt+1), sunday 5th august.
the goal is to provide a little game to mess around and kill some bad guys using models and textures found via google (mainly jheretic resourcepack models so far) to show the gameplay style. like in survival style games, enemies and powerups will randomly appear until the player is dead.
planned features:
+ 1 weapon, showing the powerup/levelup concept for weapons (similar to secret of mana/diablo)
+ 1 outdoor map. maybe i'll add some trees, plants and stuff to make it less boring.
+ 2 items (mana, health)
+ 1 or 2 enemies (air & ground)

current state:
http://img247.imageshack.us/my.php?image=screenshot1dl8.jpg
basic landscape rendering is done, simple items are done, the default weapon is done (can fire already), enemy is missing, character stats and levelups are missing
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Sasa
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« Reply #1 on: July 30, 2007, 11:18:45 am »

looks interesting.
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HamsterofDeath
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« Reply #2 on: August 01, 2007, 10:56:41 pm »

http://img232.imageshack.us/my.php?image=screenshot3fi2.jpg

looks like fun? it isn't. the weapon sucks. it's a pretty little pew pew and stands no chance against the horde of monsters.
next things to add:
blood
(magical) explosions (from the projectiles that the magic staff is firing)
a flying monster
levelups
powerups
performance (20 fps on a core2duo@3.5ghz & 8800gtx.... is rather lame)

yay, more fights!
http://img234.imageshack.us/my.php?image=screenshot4nd1.jpg

yes, the axes get stuck in the ground when they are thrown into it. pretty cool feature. actually, i've never seen it in a game. the little blue things are the players projectiles. the same rule applies to them. they'll be collectable as can be used as a weapon.
« Last Edit: August 01, 2007, 11:51:38 pm by HamsterofDeath » Logged
HamsterofDeath
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« Reply #3 on: August 02, 2007, 05:19:49 pm »

blood inside

http://img227.imageshack.us/my.php?image=screenshot5av3.jpg
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ncomp
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« Reply #4 on: August 02, 2007, 05:52:42 pm »

that's really cool....
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HamsterofDeath
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« Reply #5 on: August 11, 2007, 03:26:09 pm »

a few more screenshots:
http://www.softgames.de/developia/viewprojectscreenshotgallery.php?cid=30731

i still need some slav....people to help with models Smiley
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HamsterofDeath
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« Reply #6 on: August 30, 2007, 12:15:46 am »

3 more little screenshots


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duenez
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« Reply #7 on: August 30, 2007, 05:07:28 am »

Not sure about the little part of the screen shots, but definitely cool ones... Keep it up  wink.
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Edgar
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"...the horror of Armageddon was seen as a deterrent no sane society would risk. But the nations were not sane..."
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HamsterofDeath
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« Reply #8 on: September 04, 2007, 03:13:09 am »

the latest improvement is something i cannot show with a screenshot... i've managed to boost the performance to "playable" while fighting against 200 enemies at a time (yourkit profiler ftw!). factions and quests are already implemented (the code part). we'll (yes, i am not alone anymore) now focus on the first few quests to give EVERY SINGLE ONE OF YOU a playable demo.
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Darklord
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« Reply #9 on: September 07, 2007, 02:54:20 am »

Hurray! whats your deadline?   tongue

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HamsterofDeath
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« Reply #10 on: September 07, 2007, 10:57:11 am »

1 level demo: end of the year.
it should contain:
1. a quest with some subquests. you travel to a small village, encounter a plague-like desease, start to collect intgredients for a cure and finally fight the big bad mage behind it.
2. levelups for the actor, the enemies, and all items. yes, the items can get xp as well Cheesy. kill a big one, steal his powered up weapon, and you get all the advantages of the xp the big guy gathered.
3. more intelligent enemies than in ... lots of other games, especially doom. they try not to be hit instead of ignoring projectiles.
final game: 1 day after duke nukem forever is released
« Last Edit: September 07, 2007, 04:06:24 pm by HamsterofDeath » Logged
HamsterofDeath
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« Reply #11 on: September 09, 2007, 02:03:51 am »

just some fog
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llama
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« Reply #12 on: September 09, 2007, 03:02:21 am »

Just some fog? More like some awesome fog!
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HamsterofDeath
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« Reply #13 on: September 09, 2007, 04:11:28 am »

volumetric fog, powered by jme's fancy particles. i also made a cool fireball with them which looks like a "fluctuating plasma ball which kind of looks like a micro-sun"



this one has still to actually emit some light^^

« Last Edit: September 09, 2007, 05:20:03 am by HamsterofDeath » Logged
theprism
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« Reply #14 on: September 09, 2007, 05:34:35 am »

That fog rocks, has my got head spawning all sorts of ideas about fog now...


how did you replicate the fog in diff places - was it the same particle generator or multiple
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