Unzip flesh_snatcher.zip and read the instructions.txt file to see how to play.
I must inform that some elements are yet temporary, like ennemies (you’ll understand why ), or the second level which was a test-map but which I kept to make the demo a bit longer !
A little screenshot ? (it could be called “precarious balance” )
Seeing the screenshot, if I were you, I would create different textures. They don’t look good - two barrels with the same texture. On the other side, the textures are pretty well made.
Works perfectly on my macbook with a gfx card only supporting opengl 1.x (intel gma 950), framerates are most likely above 40.
Quite frightening being attacked by hordes of matrix-like bullet dodging, rabies infected triangles :D, and quite tiering playing with a touchpad (like any fps)
Yes, you’re right, it’s a bit repetitive, but I must confess it’s one of the only textures I have that render very well, so I abused of it beyond reason !! Seriously, I was told that one of the interests of the project is its old-school aspect, so I thought that barrels will accord to that . Bu that’s right,t more of variety would be an asset ! I think I’ll improve this first level later…
Thank you very much, I must say one goal of the project is to be compatible with slowest chipsets ! I test myself the game on a PC from 2006 with a GMA chipset .
The demoniac triangles will be temporary, They’ll be soon replaced by good zombies or something like that .
Today I put a new demo version online, with a new IA partially based on path finding !
I must say I didn’t put path finding everywhere, but only in 3 areas : the 2nd level of the parking (don’t try to go into the “bunker” ), the hallway with the red moving shadows, and the zone with the blue card. Elsewhere there was no real need because “monsters” can see the player from everywhere.
Otherwise, it seems there’s a problem of files updating, so if you have already played you must clean your Java internet temporary files .
very good demo indeed, congratulations! and Good luck in future development. I played and enjoyed it (the bullet dodging algorithm made my game more interesting)
pretty good, but whats with the controls though? why not stick with WASD? everytime i took my hands off the keyboard, I got swarmed in monsters, tried to escape, but I kept pressing wrong keys >_<
Do you have any plans to make something like left4dead? I mean a survival with different types of monsters and different levels and something like a quest?
And another question: do you have future plans to move the game to JME3?
Hey, my first problem with Java Webstart ! Well, it would be weird if it comes from the wireless connection… Does it happen at the beginning or the end of the download process ?
Thank you very much ! For the survival/horror aspect, different monsters and a quest, yes, well done, that’s exactly what I plan to do !
For JME 3, I dont’t think I’ll migrate this project to it because one aspect of the game is its old-school graphics so I don’t need more functionnalities . But I have another project in mind whitch will use actually JME 3 !
Otherwise, yesterday I did an update of the online demo, which fixes several problems :
bug on explosions animations
collision bug on top of the parking accesses
“dead zone” behind the red card
I also divided the levels loading time by 2 thanks to a new enemies intanciation method.
So the content of the demo is almost the same, but for those who wish to test it’s always on http://fleshsnatcher.sourceforge.net/demo/ (after having cleaned your Java temporary files ).
Otherwise, I began the LEVEL 2 ! Ambiance : middle-age and occultism .