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.
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
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.
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.
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.
levelups for the actor, the enemies, and all items. yes, the items can get xp as well :D. kill a big one, steal his powered up weapon, and you get all the advantages of the xp the big guy gathered.
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
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”
in the fog, there are 8 mushrooms which are running away from the player and trying to avoid all shots. i chased them a bit. the mushrooms are enchanted, so i wanted them to emit some little blue particles while moving to show the player that some wizardry is going on. then i got bored and played around with the settings and created the fog.
the mushrooms behave like a flock - walk in the middle and you'll split them up, go on and they'll regroup behind you. the result is the fog you see. could have been created by a single moving emitter.