Thank you very much, nymon, snareoj2 and gbluntzer.
gbluntzer said:
Is the Hook Cannon a 3D model or is it a 2D picture?
The Hook Cannon is a 3D model. When shooting it will also move a bit.
gbluntzer said:
Also are you using StandardGame or BaseGame
I extended BaseGame.
But I'm also using the CVS version of the engine and that is jME 1.0. I once tried to upgrade to 2.0, but there was a runtime bug I didn't understand. JME 1.0 is just working fine for me, so I did not invest more time switching to 2.0.
gbluntzer said:
Also what model format are you exporting from blender
I'm using the 3DS format, but I think some other formats would be also fine for static geometry.
What you see on the screenshots is the product of 4 iterations. After each iteration I asked at least 4 people for their option and suggestions. ( Also one professional artist and a screen designer. )
I'm not a professional artist, so I copied menu-elements from Quake 3, Quake 4, Mass Effect and Metroid Prime. What they do has to be good.
Copy+Paste+Modify is sometimes the best solution.
I implemented the UI and UI-System for Velvet Assassin, so hopefully I have learned a bit there about interface design.
If you want another play-tester, I'd love the opportunity.
Thank you for your offer. :)
But till now I only make tests where I sit beside the tester and take notes.
I like this, because the result is not only a list of likes/dislikes/bugs/ideas, but I can see the emotions in the players face, where he has problems, what is too easy, what he tries out... I can ask what he is thinking. ( Players have sometimes very ... creative theories about game mechanics or puzzels. ^^ )
And the discussions after the sessions are very fertile.
Do you take damage from hitting objects at high speeds and/or squishing?
You suffer no damage when you squash against walls, but you can die when you are squeezed between two blocks. I love it when a tester gets squeezed to death the first time. :D
Pigman said:
Are there any enemy type objects? What you have looks very cool, but adding a reactive component to the levels could be interesting...
Turrents are on my todo-list. :)
Pigman said:
Lastly, what are all the different things the grappling hook can do/are there any other gadgets?
The grappling hook only shots hooks, but you can use it in various ways. A bit MacGyverism. :)
You can jump of walls while hooking, use the acceleration of the hook to fly very far, activate triggers with the hooks.... and perhaps you will find a new use case, which will enable you to bypass some puzzels and beat the highscore. :)
Sometimes the positions or timeframes, where a successfull shot is possible are very small and that is a big part of the challange.
There are still a bunch of ideas for puzzels and levels I have not tried out yet. :)
One of my goals is to create extremly dynamic levels. I designed the level editor and the level format to make this very easy. It is no problem to animate every block of a level. I hope this will give the game a unique feeling.
I would prefer the talking one, best with a vocoder-effect on the voice but probably less harmless-sounding then in portal although i really liked the "cute" turrets idea Plus it can just talk gibberish in an unknown language, where the emphasis/agression of the voice tells you what state it's in, EG. "searching/alarmed", "enemy spotted" or "back to idle" - if you have those states that is Else TTS systems are pretty good by now and can add a nice mechanic accent to it.
Well, just my two cents Nice progress btw!
If you need someone to make it sound vocoderlike, i would offer to do the job… well if the voicesample is provided