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…
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 .
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.