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My first game - Playable Demo Level...
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[quote][b]veganpete[/b] wrote: [b]"CAS-EVAC"[/b] (a military term, meaning: Casualty-evacuation) Video: [url] https://www.youtube.com/watch?v=4qaDu-3sz0k [/url] Updated playable version (several bugs-fixed)... [url] https://drive.google.com/file/d/1xoF-_KZJ3as5bAoYkKe3EGSzd_-Slgwh/view?usp=sharing [/url] [img] https://i.postimg.cc/T3ZcFb1S/Cas-Evac.png [/img] Used no coding, over a year of daily 2D art, 3D modeling, sound effects, voicing. Inspired by the 128k Retro-game called "Amaurote" (played on a ZX Spectrum). A 3rd-person shooter/rescue game featuring aspects from many of my favourite retro-games. Uses a mixture of home-made, pubic-domain and professional assets. [b]Already Done:[/b] Retail box-art, brand logo and screenshots. 25 Huge, unique, vector-coloured 3D Cities. Hundreds of models, textures, visual effects, music and sounds. Combination of 2D and 3D sounds with volume dubbing (fading in/out). Utilises 2D overlay animation and billboard animations. Each level uses a different city-layout with individual land-marks. Distinct gameplay elements: locate hive/kill enemies/rescue survivors. Computer-generated natural voice speech-synthesis. Roads, Buildings, Water-hazards, Search-Lights, Reflective floors. Complex (multi-part), animated models. Accurate (proximity-based) footstep sounds. Health-bar depletes when hit, increased by collecting crystal power-balls. Damaged player, puffs-smoke during low-health. Giant insect enemies (wasps) with basic AI and natural movement. Basic random Thunder/Lightning effects. Player's walk-speed is slower than enemies but can "run" faster than them. Enemies can shoot animated projectiles at the player. Basic NPC survivors with interactive animations. Introduction and death animations. Enemies will seek, follow and attack the player. Killed enemies will remain dead but will respawn on level restart. Player can fit into small places or "run" to escape an enemy. Level-Select system with spoken-word instructions and controls. RADAR warning pulses when enemies are nearby. Real-time updated, multi-purpose LASER-pointer/Navigation-system. Long-range Pulse-cannon with animated 3D exploding projectiles. One-shot kills each enemy but can also accidentally kill survivors. "Bouncing-bomb" Bullets bound across the map. Animated building damage (shattering walls with falling rubble). Retro 2D Animated Explosion and shock-wave sprites. Basic fading of ambient light, from daylight to dusk. Basic fading of fog-intensity, from foggy to clear. Automatic sequential toggling of new mission objectives. Player's Levitation-Beam will beam-aboard nearby Survivors. Persistent City-damage with 3D debris, smoke, and fire. Dash GUI with continually updated Stats and Info. Counters for Lives, Survivors, Enemies, City-Damage, Health. Collect Health and Ammo Power-Ups. Player drops into city from sky with a small bounce effect. Drop-ship circles above enemy hive at map's centre. On-screen text, 2D animations, and a voice explain what to do. The Central Hive is defended by Enemy Queen and angry Swarms. Working target-seeking, Air-launched LASER Guided Bomb. 3 minute, ticking countdown-clock for bomb-timer. Enemies can avoid Water-Hazards that will kill the player. Optimized assets, balanced between size, quality and performance. 2D overlay displays retro scanlines and a rounded screen-edges. Basic Pause game. [b]Lots of bugs to fix and many new ideas to add.[/b] Any feedback/ideas welcome. Thanks.[/quote]
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