Thanks for checking it out! I did play Magic Carpet when I was younger. Pretty awesome game.
I’ve also decided to upload the blend. I’m currently working on a practice mode (the controls are a little strange if you have never played games like Freelancer) and an options menu to set the graphics settings (some of my friends laptops can’t run it.) I use audaspace so the audio can’t be packaged with the blend (that I know of) so I’ll have to include that as well.
Wow this really looks like the best blender game I’ve seen. You have some interesting mechanics going for you, keep on working on it, make em feel good and please, please don’t bog down your game by hoping for a realistic style. It isn’t something a small team can pull off well, and besides this game would be really cool with stylized graphics. I’ve seen too many games get abandoned because a team of two people wanted to have a realistic style and it was too much work so they abandoned it, I’d hate to see that happen to this one too
Thanks a lot! I totally understand what you are saying about style and realism. I’m a programmer at heart (not much of an artist) so the realism thing is pretty much out the window. I plan on shooting for more of a borderlands/bioshock infinite slightly toonish look. I’ve actually been playing around with a toon shader and I’m undecided on it. I’ll probably upload some screens tomorrow with the shader and without and see which one people like more.
I’m glad you seem to know what you’re doing, this project is really interesting. A borderlands-esque style would work really well I think, and if you aren’t an artist have you considered finding someone on the forum or elsewhere to help you out with that? I wish I was an artist and wasn’t already in the middle of programming my own project, because I’d love to help see this game realized
Above is a link to the blend file. It’s zipped to include a config file, audio, and controls image. Been working on the project on and off. Below is a changelog if anyone is interested. (It’s kind of long.)
12/27/2013
Changed base FOV from 30 to 25
Strafe is no longer instantaneous. Reaches top speed in 8 ticks.
Rangedcollide now uses rays instead of collision.
Dropped physics substeps to 2
12/31/2013
Settings are now implemented without a restart
Scene transitions have been fixed
1/2/2014
Added PlayerInit to state 30
Added own[“Arm”] variable for storing armature object (player and enemies)
1/17/14
Head tracking
Removed unnecessary keyframes from animations (mostly location)
Wing repair. (Feathers / wax)
Punch
Slight randomness added to enemy accuracy
1/22/14
Removed water shader (just blue planes now)
9 planes spawn initially (move themselves based on player location)
Wing animation on melee
In game menu visual work
Added sun lamp (shadows only) parented to player
Collision with water planes now results in death
2/6/14
Switched LOD to Blender built-in
Moved skybox to background scene
Implemented configparser instead of flat text file for settings
Added animation on player slow down
Displays distance to object under crosshair on hud
Changed ‘Miss’ melee notification to ‘Too Early’ or ‘Too Late’
Added compass to hud
Slowed down enemy fire rate (Up from 1 second to 2 seconds minimum between shots)
Since I decided to randomize the stats on weapons in the game, I decided to save myself some modeling time and implement randomized blades and hilts as well.
The first 10 weapons are randomized with symmetry turned on and the last 10 have symmetry turned off. I think the symmetrical ones look better but I might occasionally created a non-symmetrical item for certain item prefix types (ie, brutal, vicious, etc).
I plan on having just a few “base” items and using this script to randomize the look of them. Also, haven’t done much tweaking to the values yet but I think the initial results are pretty good. I could always add more vertices for more variety.