projectGlass Trap

A small Gauntlet/Diablo inspired game for 4E contest

Project updateClearly I remember

By ManTis on April the 12th, 2008

Well, finally something new to show regarding Glass Trap. It's finished level tree generator. It displays connection between the rooms - look on the right side, you see part of the map and how it translates to rooms (black squares), and connections between them (red = signs). Connection between two rooms means that there's either no wall between them or there is a door. So this 2x2 room could be one big room, four small connected by door, one 2x1 and two small rooms, two 2x1 rooms or one L=shaped room and one small room. That's of course disregarding connections with other rooms.

I hope that my explanation isn't too convoluted ;).


Project updateSoma

By ManTis on April the 12th, 2008

I created some new stuff for the game. Not much to display, mostly behind the scenes - etc, but I managed to create weapon trails which look cool (I think)

Also, a lot has changed in the mechanics departament. Instead of 3 classes to choose, you'll have 3 tree skills:

-Snipe (sniper rifle-like)
-Speed (minigun-like)
-Spread (shotgun-like)

With each having it own merits, for example Snipe mode has high chance of piercing the enemy or scoring a critical hit, speed mode has higher average damage, and spread mode has highest damage potential and is absolutely devastating at close range. Here's a picture of early concept testing.

You will be able to pick up weapons and armor, with each having different abilities. To further differentiate weapons have couple damage types, and each monster type can be resistant or immune to given type. The types of damage are:

-Smack (base damage)
-Slap (blunt damage)
-Splash (fluid damage - acid, holy water, lava, etc)
-Slice (cut damage. it was supposed to be called Emo damage at first but then I noticed that nearly all of mechanic stats in my game are beginning with S, so I decided to roll with it)

Here's a simple editor I whipped up for testing if this makes sense, simulates player attacking a boss, MaulingMonkey ;)

PS: Yes, this entry is very old and copypasted from my gamedev thread. Since 4E is dead, updating this journal sounds like a more reasonable thing than updating the gamedev one.


Project updateBandages

By ManTis on April the 12th, 2008

Unfortunately, 4E finished while I was in really fucked up period in my life and couldn't code for 2 months. This doesn't mean I'm giving up on this project. I mean, how could one give up on Accountants From Jungle shooting Mutated Unicorn Ponies, while sniffing Crystal Meth and seeing Exploding Stuff?

In other words, time to code some :D


Project updateDo you feel that?

By ManTis on October the 16th, 2007

Since I've worked sum on Ekaiyo, I didn't have time to code for this project. I did however, create a full grass-dirt tileset, and am adding walls now. They lack distinguishable borders, but still they're better than whatever I created up till now (clicky here for pictures).

Will finish polishing (or rather destroying ;) ) the walls, and resume working on level random generation. I really don't want to have to fall back to hand-created levels.


Project updateSmashing through the boundaries

By ManTis on October the 4th, 2007

And, the rooms are now created correctly (insert triumphant music score here). In this picture you can see rooms rendered as gray fields, though whole level is 3x smaller than real one, just so you can see how the created level looks like.

Skip what I said about adding the level elements, first I'm going to implement Line Of Sight algorithm. Well, walls MAY be added ;)