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Posts posted by Kripto
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I debated the idea of what should be done with the teleporters and entry ways, as to how they should appear. Options included putting actual doors on castles (not in the original), etc. Showing the destination is not an easy task at present, but may be a possible feature in a future build.
As for control modifications, that will eventually be added as I add a configuration/options screen.
I intend to the leave the dragon models as they are (they do actually have 'some' depth), but I will be adding extensive 3D animation to them, which will make them have far more presence and visibility when viewed from all angles.
If only all our computers featured NVIDIA QuadroFX cards, I could just use the below model which I created for the upcoming Adventure 2000 PDF manual.
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I have a Mac. May I have a stand-alone version?Sadly, at this point I can't generate a stand-alone version for Windows machines, only for Macs. That will change in the future at some point.The Unity browser plug-in is very respectable and is used for many Disney games among many others, so nothing to fear there.
I'll post a downloadable Mac standalone with the next update, which should be early this week. The next version will feature a modified object positioning system which will make it easier to find stuff, all three dragons, complete with appetites (
), and possibly, a fully operational bridge. -
Sadly, at this point I can't generate a stand-alone version for Windows machines, only for Macs. That will change in the future at some point.
The Unity browser plug-in is very respectable and is used for many Disney games among many others, so nothing to fear there.
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Thanks for your feedback!
I would suggest that everyone look at a map of the original Adventure mazes or you WILL get lost in this 3D version. All Mazes are true to the original.
You can find a great map HERE.
The movement system is a standard first person shooter setup, like Quake. What do you think would work better?
Turning the sword around will be easy enough
The darkness in the maze is most likely due to Gamma difference between Mac and PC. Will be simple to fix.
Thanks again for your suggestions!

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Greetings All!
After a while taken up with needed projects in the 'real world', Adventure 2000 is once again on the front burner.
In fact, a playable alpha version is now on-line for your pleasure. You can check it out at this web location.
You will need the newest version of the Unity web player installed, which you will be guided to if you don't have.
Limitations of this version-
There is no sound.
The one dragon CAN eat you it, but really won't. His 'nose' for the player has been turned down to zero while his AI is tweaked.
The bat lives but does not function fully.
The bridge is mostly non-functional. Due to this, if the chalice is spawned inside the White Castle, the game may not be able to be won. This is unlikely, but possible.
How to Play-
After the title screen loads, click in it so as to 'focus' your keyboard and mouse into the game engine.
Press space to start the game.
Arrow keys move the player around while moving the mouse changes look and move orientation.
As in the original Adventure, run into objects to pick them up. Hit the space bar to drop them.
Hope you have fun exploring this early version!

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...,the numbers they're dealing with are so large, it's really in their best interest monetarily to eventually move the entire distribution chain over to downloads.Yes, because the game companies are having such a hard time with their profit margins selling 25¢ discs for $50-$60.

Impulse buys of digital downloads, which have ZERO physical manufacturing AND no shipping costs, add a wee bit to the bottom line when you're talking about millions of copies. Corporations pursue every possible avenue to increase profit.
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This idea is already in play to an extent. I create and sell software products by digital download. The company which I use to secure my downloads to only paying customers and handle finances will also send the customer a copy of my software burnt to disc for a small fee.
As for the console manufacturers, the numbers they're dealing with are so large, it's really in their best interest monetarily to eventually move the entire distribution chain over to downloads. I don't think that people who will demand physical copies are a large enough percentage of the market to be worth the hassle and cost of maintaining physical products to them.
Obviously, a huge issue here is the tremendous size that most disc-based games are and making them work via download. One proposed solution is to have the game playable before having downloaded completely. So, for example, you could start playing within 15 minutes of purchase, and by the time you reach the higher levels, the game would have finished downloading. This wouldn't work for all games, but could for most if the buyer's internet connection is fast enough.
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Believe it or not, game developers at least APPEAR to be aware of these issues. From what I've read over at Gamasutra, there are needs felt for more 'instant action' games.
I think a huge problem is how far away current games have gotten from being one-man or small-team productions. Corporate 'group think' is poison for any creative work and it can truly spoil a game as well as originate true crap.
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How about keeping the wall but reducing its' contrast and/or texture complexity? Maybe a super-slight amount of blur on it?
Looks really good so far.
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What I hate even more are games which are playable and easily understood until you suddenly hit some obstacle or objective which seems designed specifically to make you need to go buy a strategy guide for the game.
I love the way that early arcade games have the basics understood in a minute and fully engage the player, versus having them perform mild interaction in-between cut scenes.
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Ah, custom robot...
I like this one much more.

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That game was an abominable turd and should be sent back to Hell.
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Geometry Wars did quite well for the designer.
With current technology, a one-person Dev team can be quite powerful if the right kind of game is targeted.
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I think it's because the Z80 processor is a natural soprano... it just can't hit the low notes that the 6502 processor can. I'm no programmer, but I have noticed a trend with Z80-based consoles. The sound effects they produce tend to be tinny and high-pitched, whether the console in question is a ColecoVision, a Master System, or the original "brick" GameBoy. That's in contrast to the NES, 2600, and 5200, which can produce loud, rumbling explosions and thundering bass.I've done some research and it seems like the soundchip on the ColecoVision is somewhat capable and has been used in numerous arcade machines, etc. You can read some detailed info HERE.
I, also, have never coded for the CV but getting low bass out of it should be no problem as that a DAC can always produce low tones with the normal 'issue' being the limit on the highest frequency which can be output.
The sound chip in the CV seems to have 3 tone channels and one noise channel. Can the tone channels have the waveforms they produce altered by having their amplitude and pitch modulated by code or are they locked to square waves with amplitude and pitch controls somewhat blunt only? Inquiring minds want to know...
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I guess I'm struggling thinking of examples or what "tension" sounds like.Check out the arcade version of Robotron.... THIS VIDEO, around 1:38+ shows what I'm talking about. Not necessarily this hectic, but menace++.

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Guys like Morgan because she's decent looking and talks about games. I don't know if she's right or not, in general, but think I would only take that kind of talk seriously from somebody in a lab coat, with a degree, who had also done at least some kind of controlled study.
How about we play video games because they're fun?

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My House of the Dead story involves the DreamCast version. I had just bought two new light guns which had an autofire cheat switch. A friend and I decided to try them out on full auto and soon had the screen flashing like mad as we both fired a huge number of shots per second.
Within about two minutes I had a sudden feelin g of deep sickness which had me running to the bathroom to empty the contents of my stomach...
Ah, foolishness...
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I suspect that the Pro-Line joysticks are the direct result of EXTREME cost-cutting...
I see this repulsive image in my head of some Atari exec picking it up for two seconds after being told that the cheapest sticks just weren't comfortable enough and saying "These are fine. Ship 'em."
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Just got finished playing a few more rounds (On the Mac in the 'Mugrat' emulator. Runs great.). Since you've requested some suggestions for improvement-
-Make the sounds more "hostile". While this is of course a matter of taste, I think the game would benefit from a more stressful type of audio environment, similar to Millipede, Robotron, etc. (My spellcheck just flagged me on 'Robotron', oh, but 'spellcheck' is a 'real' word...
)-Make it so the player can click through the intro text
- The lead character looks a little 'thick' at points in his run cycle.
-Robot Re-spawn. Is this needed due to limited screen space or processing restrictions or just choice? I prefer the original Berserk's method of having all enemies (except Evil Otto) on screen at the level's start.
Some random ideas-
Maybe a power-up which would make the player invincible for a very short time (Force-Field Suit)? He could wreak major destruction in just a few seconds and possibly be able to kill your Evil Otto-type character if timed correctly...
Other comments-
-Love the premise and general execution.
-Creature design is top-knotch
Just my 2.53 Space Cents...
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Great Job! It's always good to see Human VS Killer Robot action!

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Hello All,
Just wanted to give an update on Adventure 2000. Had some family obligations and unexpected music/synth work come up this weekend, so a few days got lost on this project. Will soon be back on it at full speed and have finished up all the dragon models and now need to work on creature animations, AI and the primary 'manager' routine. It tracks and coordinates all the game elements and has been christened the 'MCP' (Please don't transfer yourself into my computer and try to destroy the MCP by throwing your data disc into its' 'heart', etc... I need it for this game to work correctly... Thanks
)For those curious about what will be coming from me after A2000- Here is a work-in-progress screen shot from my soon-to-be first commercial game. I'm staying with the '80s' meets new millennium graphics and game play, but this time with a traditional shooter which centers around a VERY new game play element (not visible in shot). I think it will be enjoyed.
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It's the old 'posed desk' shot. I've been guilty in the past...
Indicative of 'setup pride'. Wish I had one of my old Apple II setup...

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BTW- I've decided to go with a custom vertex coloring shader I've written as that doing textures, even as an option, would have been a lot of work as that I would not have wanted to settle for a half-effort. Shadows, etc, will be provided using a light-mapping technique (similar to the quality of the shadows in the Quake 3 map above) or with vertex-baked lighting, depending on performance + file size testing.
I'm also currently messing around with the code I wrote for the Magnet's attraction power, such as reversing it to create an 'anti-magnet' which could be used to push things out of your way. Quite fun.
This type of item may be seen in a 'plus' version which would be selectable from an option menu.

Adventure 2000 Alpha Now On-Line
in Homebrew Discussion
Posted
The final version will have some method of controller use, and customization available.
As for stylistic changes, the purpose of this version is to re-create the original game in a 3D environment, not to change any element unless required for that 3D translation. Some elements, such as the bridge and portals, required changes or invention for the game to function, but I have resisted the desire to 'go to town' and create new landscape features, etc.
After this version is finished, I may build upon it to create a far more contemporary, darker version with altered terrain, full texture maps, new objects, etc.