Sigmus is a project I started this summer, after abandoning my previous attempt at creating a game. Its loosely inspired by Portal, although it has absolutely nothing to do with Portals. Its a 3D Physics Puzzle~ish game, with a goal of simply making it to the end of each map. I say Puzzle~ish, because its not exactly a Puzzle (there is no mystery as to how to reach the end), but its not an FPS either (or any other genre that I know of). Currently, there is only one working map, an attempt at a Training Level.
At the moment, the training level is incomplete, since the turret that the in-game voice speaks of is not implemented yet. (Well, it is, but it doesn't work correctly). I still have a few projectile types that I need to implement, and I'm planning on changing the tutorial voice to on-screen text. All in the next version =]
So, here are some screenies:
This is a view of what the player sees at the start of the training level (not exactly eye-candy, but still..)
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And, there is a menu at the start of the game, where you may select what map you want to load. I didn't take a screenshot of it though.
Here is the first challenge that the player faces, post-defeat (a stack of boxes)
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And, this is a picture of the attractive projectile types in action -
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So, here is a link to the game (.ZIP ~11MB) - http://www.mediafire.com/?qkyh2qoi1aiwa0r
PLEASE read the README included. It describes a major bug (jumping doesn't really work), and it explains the controls. If you don't read it, you probably won't understand how to do anything. Here are the controls anyway, just in case -
Q - Change firing mode [Single, Triple, Limited]
LeftClick - Fire Projectile
RightClick - Activate fired Projectiles
Scroll - Change Projectile types
WASD - Movement
Mouse - View Control
You will recieve ammo throughout the training level, as you pass predetermined points, and the in-game voice will explain to you what you need to do to make it through. So, don't give up simply because you have no Explosive projectile ammo. YOU WILL GET IT. Just keep moving forward
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Here is a quick summary of the effects the various Projectile types have -
Normal - No effect
Explosive - Repulsive effect
Attractive - Attractive effect
I will implement Sticky, and Eraser projectiles hopefully by the next version. Also, as I've said before, there is supposed to be a turret in the giant room, but it isn't working correctly at the moment, so I took it out of the map. To end the level, fall through the vertical tunnel at the end. About halfway down, the screen colors are supposed to invert. Some of my friends who tested the game on their computers reported that it crashed at that point. I'm still working on fixing that... I think it may have something to do with the fact that the game uses OpenGL for rendering.
And, as I've said (and, as the README says), jumping doesn't work correctly! It works well enough to be usable, but there is no OnGround() function implemented, so fall-time is predetermined.
I realize that all of these bugs subtract from the game, but I've been working on it for quite awhile, and I think that its ready for some public exposure
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