Witch - First Playable

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
Post Reply
Nick_Japan
Posts: 98
Joined: Mon Dec 13, 2004 11:47 am
Location: Japan

Witch - First Playable

Post by Nick_Japan »

Hello all,

I've finally finished and uploaded a first-playable version of my game project, Witch.

Some screenshots:

ImageImage
ImageImage

Features:
- single player and split-screen twoplayer
- AI bot players
- two different maps to play on
- animated avatars
- one whole word of Japanese
- time controlled movement (sort of)
- and lots of Other Things

I'd really appreciate any feedback you have - there are a couple of minor glitches I'm aware of (listed in the readme) but otherwise, if something is horribly wrong, please let me know!

clickys:

Website

Direct Download

Cheers!
Image Image
Strong99
Admin
Posts: 687
Joined: Fri Mar 31, 2006 7:06 pm
Location: Netherlands
Contact:

Post by Strong99 »

I don't get the rulez but aswome 8)
JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:

Post by JP »

You downloaded mine so i downloaded yours! :D

it looks pretty cool and fun! How do the AI bots work? Do they latch onto an enemy and them minimise the distance? Here's a good website which may be of use to you, talks about how to track an enemy very well, but if you implement it too well then it might be impossible to escape the enemies!!

http://www.peachpit.com/articles/articl ... 0&seqNum=4

Check out the other sections too, might be something of use.

Also, on the graveyard map you can't walk between the gravestone things, is that meant to happen? might be good to allow walking between them cos i got a bit delayed trying to hehe


Strong: read the readme! ;)
Image Image Image
Nick_Japan
Posts: 98
Joined: Mon Dec 13, 2004 11:47 am
Location: Japan

Post by Nick_Japan »

Cheers JP!

About the gravestones, yes that's intended. Collisions are actually done by the tiles, not using CollisionManagers or anything. At the moment, tiles are basically passable or not passable, and so the tiles with gravestones or castles in are considered impassable. I should put some more stuff on the graveyard models, because yes it does look like there are gaps.

Regarding the AI, the chasing is pretty simplistic - if there are uninfected players within distance x, the AI simply plots a route towards the nearest one. This means that to escape, you want to run towards other non-infected players, because if you can get one between you and the chaser, the chaser will chase them instead. Very simplistic, but I think it sort of reflects roughly how you play tag.

The escaping is actually a bit more complex than the chasing, but I won't go on about that until I've released the source code, whereupon it'll make much more sense.

Cheers!
Image Image
bitplane
Admin
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England
Contact:

Post by bitplane »

oh no... I got the lergy! great fun :)
if you're adding sound, i think it would be cool to be able to hear how far away the infected are behind you, like a heartbeat speeding up or something
Submit bugs/patches to the tracker!
Need help right now? Visit the chat room
Post Reply