so I'm working on my big game and decided to play some of the older FPS games for research
to see if I missed anything now that I'm old and everything
and I feel Doom3 is a good fit for this site - despite having the best graphics of it's time
the games combat is a complete trainwreck
I feel it's important to see what makes a game a total trainwreck
so we can learn from the mistakes when make our own games
and make entirely different mistakes..
which possibly other people can learn from
and make pointless blogposts about
anyway this is not a review -- just some notes I wrote:
strangely enough in BFG edition they decided to give more ambient
to the game -- which kind of ruined the one aspect
many people loved (just fixing the flashlight would have been enough)
anyway I decided to play through the original instead with a source port (dhewm3)
you can get pickups from little password protected vaults
and you supposed to get the passwords by listening to audio logs
and reading emails of PDAs you collect
of course on a second playthrough you probably don't remember these
and don't feel like listening to them again
not to mention some codes were tied to - now defunct - websites
so nearly everyone just ended up using the codes from walkthroughs
which is kind of a reminder to times when people had to look up
copy protection from manuals
PDAs seem to be like an amusing idea - but they replaced the colored keys
probably to be more realistic
they are realistically put on the floor so they are hard to see
now this is confusing so they made up for it by you only
need to get close to them to pick them up
and there is usually only a single locked door
the shotgun spreads bullets all around the corridor - to fill them
with one of the ugliest decals I ever seen
the lost souls (including the improved ones in resurrection of evil)
disappear in the most unceremonious way possible
(in a smoke poof so small you can hardly see it)
they found the most annoying pistol sound one possibly can
(you feel truly in hell after every reload )
many enemies don't react to hitting you at all
zombies do a little animation - without losing any momentum
possessed soldiers just keep shooting at you
and they dissolve into atoms with one shotgun shot
and every time they brain appears intact and falls on the floor
technical note: they still used the quake1 map format for the bsp levels
it's built into the game exe but it's pretty much just a radiant editor
this game is a technical marvel in more ways than one - I mean
for this clunky editor even making a single empty room is a challenge
people who make levels for id engine games are truly a hardcore bunch
the enemy design is the least of the problems with this game
yet the sequels seem to have this idea that the problem
was that they didn't look enough like their original counterparts from 1 and 2
in the end even with the plastic look the game still looks really good today
Okay so I am working on a Knytt Stories project and I need to upload a 30 frigging megabyte file, holy god, up to here so I can download it when I get home. And then later I need to upload that same file up here again so that others can download. Nobody touch, okay?
The rules in Chip's Challenge are quite simple, yet with a little creative application you can do interesting things. especially with regards to layering.
This is basically just another one of those "visit every square only once" type games. The set has six levels, the last one being a "boss" level. Also note that the exit square is indeed there - it's just hidden underneath the cosmic chip socket.
Installation: Place the .dat file in your Tile World "data" folder, and the .dac file in "sets".
DON'T FALL OUT OF THE HOUSE!!!!!!!! DON'T DO IT.
also there is a pirate ship
This is a game where you type the same word over and over again as fast as you can. Like this:
typetypetypetypetypetypetypeytpeytypetypetyeptyeptyeptyettyeptyetpyttypetyeptyeptyeptyytytpeyttypetyeptypetypeytypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypetypety
see? it's hard.
This started out as a cyber-punk hacking game that I was working on a while ago but which never really got anywhere. So I found it on my computer today and made it into this. Anyway, that's why it looks all computer-y.
I don't know if the mac version works, I haven't been able to test it yet.
edit: it didn't but now.. it does!
This version features zombies that have health states and magically disappearing torsos because I haven't added the objects for those yet. That's not even half the stuff I had in my list but I really had to release something to make it look like I am actually working on it. There's a fullscreen mode in it though, which makes the game look hella 8-bit, almost like an Atari game. You'd think that was what I was aiming for, what with the stick figure characters and all.
Attachment | Size |
---|---|
bikinikillersb.zip | 214.86 KB |
A four-car drag race down a concrete corridor.
Each car has a max speed of 150mph.
W to accelerate
S to brake/reverse
A to steer left
D to steer right
Space for emergency brake
Note: The timescale has been modified to make each car travel 30 meters per year -- the rate that the Norðurjökull glaciar in Iceland was recorded to be retreating in 2012, assuming I didn't read this too quickly: http://blogs.agu.org/fromaglaciersperspective/2012/04/01/nordurjokull-outlet-of-langjokull-retreat-iceland/
For the MAKE A GAME BUT DONT LET ANYBODY PLAY IT JAM.
Credits:
- Car + most code is from Unity Standard Assets.
- Building model is from Indie_G's 'Mobile Buildings', free on the Unity Asset Store: https://www.assetstore.unity3d.com/en/#!/content/62960
- Road + other props are from Dynamic Art's 'Low Poly Street Pack', also free on the Unity Asset Store: https://www.assetstore.unity3d.com/en/#!/content/67475
In this game, players encounter a question, and they must answer it, using advanced Javascript and HTML technology.
Finally got my old games off my ancient laptop, time to upload them (!!)
Use your mouse. Kill the zombies in the first two rounds, avoid them in the next two. Avoid the zombies in the boss round and kill Dracula by touching him.
Made by me and my friend SPR9Monkey Games who doesn't have a GT account, I'll post his games if he makes any.
And maybe even .mp3.