Blogger is behaving today.
Here are the other bosses that have been created so far;
EVILK
A pyscho based on LeatherFace who tries to carve you up with a chainsaw. EvilK is a shite name for a game boss, but leaves no mystery as to which flash coder authored the original game, in the case of E.Baum or another criminal stealing it and claiming property rights. The showdown with EvilK is 100% complete already, and I'm 98% happy with it. You fight him in a dark cave, and I've used an actionscript generated tint to colour him black so that you only see him when he comes running out of the shadows. It works suprisingly well, and has the desired effect of scaring the poo out of you on first sight. He also has a blood-curdling scream to go along with the ear-ripping chainsaw sounds. (Update 8/2010 'EvilK' became 'Project K' in 'THE INSANITY 1 & 2'
LUCIFER
Lucifer is a demon that was accidentally raised by a necromancer who foolishly believed he had will enough to master. Unfortunately for him, he raised a sovereign monster far beyond his control and was slaughtered. Lucifer is a quick boss that grows wings in his second stage of battle, and can also raise other creatures to his aid. He doesn't have any special weak points, unlike Snakeman or EvilK- you simply have to be nimble with the mouse to catch him under the crosshair.
Lucifer has been rendered but I've yet to get him into code. I figure after he's done I'll tweak the game up, see what the public thinks, and then maybe make a few more levels if it's popular.
Tuesday, August 29, 2006
Tuesday, August 15, 2006
Apologies for a long absence..
No excuses, other than myself being lazy to update I'm afraid. Well, not exactly lazy- in fact pretty busy. Not with chasing hot babes and driving fast cars, worse luck, but with coding.
I ran into a coding problem with Nexus and decided to drop the project temporarily. I hit a brick wall and realised I don't have the programming know-how to deal with the ever fiddly tile-engine. Instead, I've been working on my first game, House of Splatter (now retitled with the less daft-sounding 'THE DAMNED').
And man, what was a tiny little shooter has now matured into a top-notch game. Who would have known it had such potential. In its current stage of completion it features new graphics, bolder death scenes, extra blood'n'gore, an intro page, and some perversly evil bosses:
SNAKEMAN
Snakeman is a creature kind of inspired by Jason from Friday 13th. He lives in the lake and protects his vulnerable tongue with a tempered steel mask. *HINT*
Go ahead and check out the first level of THE DAMNED on link section.
Sorry the rest will have to wait as Blogger isn't uploading pictures properly right now.
The bosses have some fairly predictable AI patterns, but won't be beaten by any lazy trigger fingers (saying that though, Snakeman is a bit too much of a wimp at present). You also have to time your reloads very carefully or you will get a game over - as a unique aspect of this game is that you have only one life.
I'm quite chuffed with the mileage I can get out of Poser these days. When I first got my hands on the program about 5 years ago, it was of little real use and just a way to waste an hour making two crappy looking-models kung-fu fight, or do 3d humping for a laugh.
Nowadays, it is much improved.
It's a bug-ridden application that crashes more often that not; a pile of cack compared to Max or any of the other big boys, but it certainly can do the job at times. Now that I've figured how to wrap textures around models correctly with UVMapper, deform them with magnets, and have mastered the Cloth room, Poser truly has become indespensible for making realistic keyframe animations. I recommend it to other newbs who are embarking on their journey into the world of 3d animation.
I ran into a coding problem with Nexus and decided to drop the project temporarily. I hit a brick wall and realised I don't have the programming know-how to deal with the ever fiddly tile-engine. Instead, I've been working on my first game, House of Splatter (now retitled with the less daft-sounding 'THE DAMNED').
And man, what was a tiny little shooter has now matured into a top-notch game. Who would have known it had such potential. In its current stage of completion it features new graphics, bolder death scenes, extra blood'n'gore, an intro page, and some perversly evil bosses:
SNAKEMAN
Snakeman is a creature kind of inspired by Jason from Friday 13th. He lives in the lake and protects his vulnerable tongue with a tempered steel mask. *HINT*
Go ahead and check out the first level of THE DAMNED on link section.
Sorry the rest will have to wait as Blogger isn't uploading pictures properly right now.
The bosses have some fairly predictable AI patterns, but won't be beaten by any lazy trigger fingers (saying that though, Snakeman is a bit too much of a wimp at present). You also have to time your reloads very carefully or you will get a game over - as a unique aspect of this game is that you have only one life.
I'm quite chuffed with the mileage I can get out of Poser these days. When I first got my hands on the program about 5 years ago, it was of little real use and just a way to waste an hour making two crappy looking-models kung-fu fight, or do 3d humping for a laugh.
Nowadays, it is much improved.
It's a bug-ridden application that crashes more often that not; a pile of cack compared to Max or any of the other big boys, but it certainly can do the job at times. Now that I've figured how to wrap textures around models correctly with UVMapper, deform them with magnets, and have mastered the Cloth room, Poser truly has become indespensible for making realistic keyframe animations. I recommend it to other newbs who are embarking on their journey into the world of 3d animation.
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