Change/added features list:
-soldiers now have teams: red, green, and blue. They don't attack allies. Isn't that nice.
-soldiers now have helmet plumes: correspond to team color. Color is maintained in ragdolls.
-soldiers are now born from soda machines: ... Spawners, based on assigned properties, can spawn soldiers of a certain type (or random type: swordsman, pikeman, archer), and can determine the team of said soldiers either randomly or by assigned property (a spawner with a property "SPAWN:team" that reads "red" will only spawn red soldiers. If it's empty, it'll spawn soldiers of random teams. Same system goes for soldier type.)
-there is an onion portal: it's a box into the Onionworld, from which denizens of that horrid land spew forth. ...
No, but seriously, I made onions, and when you press O they spew out of a wooden crate. When I've gotten around to it, one in about 20 will metamorphose into a yeti when sufficiently pulverized.
-the ground is trampoline lava: when someone falls off the towers and bridges into the bland abyss below, they are launched back up towards the center platform at... High speeds. It makes for a more literal experience of, "IT'S RAAAIINNIN' MEN". That said, it's terrifying.
-the player has health, and can be damaged: about 10,000.00 of it, versus the 40 of yetis and 2 of normal soldiers. Nothing happens when you die (yet), but taking damage causes a damage-based camera offset that makes you feel like your character has a burning urge to look at the spear in his stomach. Mostly because he "does". Or she. Your pick; at present the player is an ethereal sword-and-shield-bearing nothing.
-the player has a shield: that's another thing; the player now has a usable shield!
-shields actually do something: impact via shield will prevent damage (usually) and cause knockback to both attacker and attackee.
-spears are still broken: people impaled by spears still fly into space. I think I'll leave that.
-yetis have ragdolls: yes, even the yeti can be killed. And dismembered and thrown into pieces.
-impale physics working: yep.
-finally... SOUNDS!: impacts on metallic and bladed impacts, arrow sounds, blood sounds. Also, yeti shrieks.
Plenty of other background stuff has seen work as well. Now, I'd like to note:
RAGDOLLS IN BLENDER ARE NOT INTEGRATED. The Blender game engine doesn't have a direct ragdoll support system; thus, ragdolls are created via scripts that run through each limb/part of a character and, based on their traits, create ragdoll limbs linked by unique physics constraints/pivots, inheriting the velocity of the original character. These limbs can be removed by some blades. Just for the record, as an explanation for my eccentric obsession with pulling this stuff off. Now,
SCREENSHOTS!
-- WAIT --
This game is horrendously graphic. This hideous, morbid excuse for a "game" will strike terror into the hearts of those who view it.
Oh, and it's pretty gory.
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Vending machines, one for red team, one for green, one random. (Blue's been excluded)
Also, he grabs people and clubs others with em. For the record.

A NOTE: This game is not meant to be pretty. It's meant to run fast and be consistently fun, if not functional. And silly. Just keep that in mind.
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