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TIGSource ForumsCommunityDevLogsKILL COMMANDO II
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gamesthatcouldbeworse
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« on: May 12, 2021, 06:36:33 AM »

I totally forgot that I started a devlog! The game is finished:
https://gamesthatcouldbeworse.itch.io/kill-commando-2

« Last Edit: December 18, 2021, 05:31:00 AM by gamesthatcouldbeworse » Logged

Sketchwhale
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« Reply #1 on: May 12, 2021, 08:30:55 AM »

"we replaced the bucket tool in MS Paint... With a gun!"

I kind of dig it
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gamesthatcouldbeworse
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« Reply #2 on: May 13, 2021, 05:22:05 AM »

What so ever. Here is the Todo-list before I start with content:

  • a more simple generation of indoor level geometry
  • refactoring collision detection
  • Jumping
  • Gravity
  • Exchange GL_TRIANGLE calls with vertex buffer objects
  • a flat 2D horizon
  • text intro
  • kill statistics
  • faster weapon switch
  • doors that open automatically
  • at least one special effect with the OpenGL Shading Language
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fingerman
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« Reply #3 on: May 15, 2021, 06:34:22 AM »

You are back, cool beans. The escape from the prison cell tutorial was very cool.
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gamesthatcouldbeworse
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« Reply #4 on: May 16, 2021, 07:08:35 AM »

Thanks! Our company has short-time-work because of corona and I wanted to use the time and update the old engine and make a sequel. I would not have the motivation to start from scratch without any content. The animation of the weapons and enemies took me nearly two years.
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gamesthatcouldbeworse
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« Reply #5 on: May 17, 2021, 06:20:18 AM »

Updated the Todos:

  • a more simple generation of indoor level geometry
  • refactoring collision detection
  • Jumping
  • Gravity
  • Exchange GL_TRIANGLE calls with vertex buffer objects
  • a flat 2D horizon
  • group objects to reduce collision tests
  • at least one special effect with the OpenGL Shading Language
  • text intro
  • kill statistics
  • faster weapon switch
  • weapon shakes in hand when player walks
  • optional:doors that open automatically
  • optional: music on/off in the main menu
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gamesthatcouldbeworse
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« Reply #6 on: May 21, 2021, 07:21:45 AM »

*Updated*

  • a more simple generation of indoor level geometry
  • refactoring collision detection
  • Jumping
  • Gravity
  • Exchange GL_TRIANGLE calls with vertex buffer objects
  • a flat 2D horizon
  • group objects to reduce collision tests
  • optional: music on/off in the main menu
  • at least one special effect with the OpenGL Shading Language
  • text intro
  • kill statistics
  • faster weapon switch
  • visible flying bullets
  • weapon shakes in hand when player walks
  • optional: doors that open automatically
  • optional: help screen
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gamesthatcouldbeworse
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« Reply #7 on: December 20, 2021, 04:50:46 AM »

Well, I've forgotten to update the devlog. The game is released on itch: https://gamesthatcouldbeworse.itch.io/kill-commando-2

It was an interesting project because I implemented shaders and framebuffers for the first time in a game-engine. I 've written glass reflections, mirror effects and refraction for the detonation blast.
In part 1 I decided to reduce the scope and focus on game-logic but since I recycled the weapons and enemies I had enough time to concentrate on the openGL part.
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