Sunday, May 30, 2010
It also has a vehicle that can be driven. The landscape engine uses variable Level-Of-Detail with geomipmapping.
Slickworm is going to be a shoot-em-up. Currently it's not yet playable but I hope to remedy that situation soon.
Currently it's still in active development. The most recent techdemo, 0.4.1, showcases the cityscapes that are now implemented.
Slickworm is Free Software. It's source code is BSD licensed.
Wednesday, May 26, 2010
Initially it's like learning to play a 3D FPS for the first time, as the hand and eye have to learn a whole new type of coordination. Soon it becomes second nature, and you're rapidly blowing things out of the sky. The usual assortment of enemies, allies, weapons and power ups are there, and commercially sourced graphics, audio and voice acting add a little extra to this shareware title. Hopefully Adanaxis will convince you that this won't be the last title in spatial 4D.
Adanaxis is a deep space first-person shooter game in four spatial dimensions, written by Andy Southgate. The latest version of the game is 1.2.5. It is written in the C++ programming language using the GLUT library.
Adanaxis is designed to minimise the visibility and impact of 4D on the player. With just one extra control required, the game looks and plays a lot like a 3D shooter, with another aiming stage added on.
It uses 3D for rendering, and things like explosions, planets and galaxies look “normal”.
But other objects are rendered, very roughly, as projections of 4D objects on the 2D screen. In the game manual, the author says he didn’t yet figure out how to implement real 4D and 4D explosions without making the game require a thousand times more processing power
* The basic Plasma Spitter is self-recharging but does minimal damage. Projectiles are guided, so once the player's crosshairs have registered a target (by turning blue or red) these projectiles will be guided to that target.
* The Machine Cannon provides more rapid fire than the base weapon. Damage is minimal and projectiles are unguided. Useful at close to medium range on lightly armoured targets.
* The short range Plasma Flak variant of the Spitter. Very effective at point blank range or in a target-rich environment.
* The Machine Cannon provides a rapid rate of fire that overwhelms its target quickly. It also rapidly exhausts its ammunition.
* Heavy Cannon projectiles are simple and effective. Dense and fast moving, their
repeated impact does enormous damage and can rapidly destroy targets.
* The range and power of the Beam Artillery makes it ideal for long-range engagements. There is a downside to that power - it will destroy anything that the target is carrying along with the target.
* Guided Ordnance is a medium range guided missile. Ideal for picking off a number of distant lightly armoured craft, or deployed en masse against a larger target.
* Heavy Guided Ordnance carries a high yield warhead and will damage both the target and surrounding objects. Also has excellent seek characteristics, long range and rarely loses a target.
* A captured device named the Gravity Sink. Precise characteristics are unknown. The weapon appears to be gravitational in nature, but has never been seen in operation.
* The Heavy Demolition Charge is cumbersome and slow to deploy, but the results are astounding. Fitted with a five second fuse. Its enormous blast radius makes it unwise to hit the target and cause early detonation. Aim to miss.
Health and Shield.
* The health display shows the basic condition of the player's craft, and when it reaches zero his/her craft can’t go on any more. Health boxes can be collected to improve the state of things.
* The shield protects the player's health from damage. Collecting shield boxes increases the shield strength to provide better protection.
Monday, May 24, 2010
The Smokin' Guns game started its life under the name of Western Quake. It was originally developed by a team known as Iron Claw Interactive.
They released WQ3 beta 2.0 in 2003, after which development all but ceased. In May 2005, development of Western Quake was taken over of by a bunch of cowboys calling themselves The Smokin' Guns with the blessings of the former team.
With the release of the stand alone version in 2008, the game was renamed to Smokin' Guns, and the team to Smokin' Guns Productions. Throughout this manual, anytime you see the word "we" it should be noted that "we" refers to one or the other (or both) teams.
Smokin' Guns is intended to be a semi-realistic simulation of the "Old West's" great atmosphere was developed on Id Software's Quake III Arena Engine.
This total conversion includes completely new weapons created with historically correct information about damage, rate of fire, reload time, etc. It also includes new gametypes and maps inspired mostly by movies. And to increase the feeling of a "gunslingers atmosphere" we also created music tracks and sounds adapted to this time period.
Monday, May 17, 2010
The main goal is to reach the extraction pumps before the water level increases swamping everything. Each of the 30 levels that conform the game have progressive difficulty by adding more pumps and consoles that you must deactivate first, and by making the map bigger.
There are no enemies, you fight against time and misorientation, and you only have your skills to move inside the maze.
The 1.1.x series are a port to use QDGDF, making it easier to compile in a variety of systems. It's included in the package, so you don't have to download it separately.
Download the source code:
or get the development version using
git clone http://git.triptico.com/splumber
If you use the
git repository, remember you need QDGDF.
Win32 install package:
This software is licensed under the GPL.
Latest version is 1.1.0-rc2. Space Plumber Release Notes.