Project: TAHC2
Project Started: |
20th October, 2009 |
Last Update: |
8th April, 2012 |
Project Owner: |
3kliksphilip |
Project Members: |
Mr_Tom James Luke |
Project Type: |
Secret |
Project Progress: |
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Project Overview |
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The Almost Heaven Crisis 2 is being made.
Hopefully it will be done in time for Halloween, but I don't want to promise anything I can't guarantee.
Why should you be interested in this project?
* Well, it's made in a format that is easy to modify (All of the game is one frame, all of the level editor is on another, makes it MUCH easier to edit/make stuff for the game, when otherwise it would have been too complicated and time-consuming to add. This means that I can easily update this game with new features and stuff like that.
*The level/world/campaign editor will make it possible for YOU to make your own campaign. It's a sandbox style game with ZOMBIES and explosions and (hopefully) vehicles!
*Fun fun fun fun
For those of you unfamiliar with The Almost Heaven Crisis, it was an ambitious and complicated game that I released last Halloween. Although it worked... (kind of), it wasn't that much fun and was more of a tech demo than anything. The good news is that I have learned a lot from that project and have put it to good use in the sequel. Fire up the original, see what you think of it.
http://create-games.com/download.asp?id=7970
It's hard to pick up, but bear with it. And be sure to eat lots of apples.
Alpha V40 (12/08/2011)
*AI properly implemented
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Project Forums |
Topics |
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Public Forum Public forum for open project discussion |
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TAHC 2 suggestions
By: Aden
On: 22nd Oct 10, 20:51:09
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Private Forum Private forum for project members only |
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No Access
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Making some nice progress
Posted 8th Apr 12, by 3kliksphilip
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2 Comments
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Been working quite a bit on the project recently and have had some interesting discussions with Tom regarding the direction this game will take.
TAHC1 was a very nice little prototype, been playing it today to see what it did right and what it did wrong.
At the moment, TAHC is a large, open world with no real direction or purpose, other than to stay alive and to kill the zombies. Kind of like if a zombie apocalypse was real. We've decided that fighting zombies isn't enough. You'll also encounter large, deserted, booby-trapped bases. Think of them as the tombs in skyrim. They add a reason for you to explore the world and will be home to loot and other nice items. We're not sure what the 'traps' will be just yet, I'm hoping to add some key features (Trip wires, explosive barrels, flammable materials) and hopefully the combinations generated will be diverse and exciting, and should keep you on your toes. As if fighting zombies wasn't enough
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AI fun with fast loops
Posted 18th Aug 11, by Mr_Tom
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8 Comments
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Here is a little peak at some of the code for the AI in TAHC2. This event allows a soldier to check for line of sight to all the enemies within an arc of vision and within a range and then target the closest enemy within that range.
It will save internally the ID value of its target enemy, as well as its coordinates and range. By adding a few MORE conditions, I should be able to let each soldier know how many allies are nearby relative to enemies and then make a fight or flight decision.
Any ideas for more AI features?
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Fog of War
Posted 15th Aug 11, by 3kliksphilip
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5 Comments
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TAHC1's strong point was how frail and weak it made you feel at night by restricting your vision. In TAHC2 it's being changed slightly... and I feel it's for the better. If you would be so kind as to leave some feedback on the below decision regarding fog, I'd appreciate it. Should this effect only kick in at night, and everywhere? Or should you still have limited vision in the day, but only in buildings?
http://www.mediafire.com/?zb31barbn83zci2 (WASD to move around)
Now, if you're outside, you can see as far as you like.
As you move inside, it becomes more claustrophobic, since anything not directly in your line of vision is totally black.
At night, everything not in your vision will be black, regardless of where you are. Those nights are going to drag...
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AI
Posted 12th Aug 11, by 3kliksphilip
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2 Comments
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Tried real physics and pathfinding and although it was technically SUPERIOR to the good old bouncing ball type, it wasn't as flexible or fun to use. So it's back to the normal bouncy ball type for now, with lots of additional trickery to make it act convincing and fun.
So far there's a massive firefight going on between humans and zombies, and the humans seem to be getting destroyed. Who can save them?!?!
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