Hey everyone.
I've been working on a battle engine (JUST A BATTLE ENGINE) for STMCBA. So far I have one screenshot, I'll get more as the project progresses.
(About the 25 FPS: I had four instances of IE, Adobe Elements, and DarkEdit running in the background
it normally runs quite fluently.)
UPDATES:
07.19.2004 :: 10:31 PM
Been a little while since I've updated. (Well, a day...that's a while to me.) Thanks to the awesome suggestions from Anime BLOOD, a lot has been changed. I *promise* to have a demo out by the friday after next, July 30th. ( It will most likely earlier, but I want some leeway so in case theres an error, no one will be disappointed. Look below for some info about the demo.
Things to come in demo version one (July 30th):
Arena-style, flat matrix
Two HUDs: Health, Stamina (each 20 bars)
One "enemy": a stationary box in the middle of the map (demo v1 will be focused mainly on getting Scott's attacks to work.)
Four attacks: Punch (takes no stamina, weak) ; Headbutt (VERY little damage, can be done continuously, drains stamina at a medium pace) ; Seismic Shower (splash damage, multi-target, flashy attack, drains all stamina) ; Slingshot (long range, medium damgage atack...doesnt drain stamina, depletes rocks)
Two means of defence: Forcefield (blocks 85% of all incoming attacks, lasts as long as you are holding the button, but as long as the forcefield is on, your stamina stays at zero,) ; Evasion tricks (jumping, strafing, sidejumping, backflips, counter attacks/parrying [*])
*=possibility
(Once demo v1 is releasd, I'll decide whats to be done with v2...so no information will be posted on v2 until we release and get feedback on v1. It will most likely be focused on AI development, and v3 will be camera, optimization, and touchups.)
Final version of Battle Engine:
Scott is equipped with four tricks: punch, headbutt, seismic shower, and slingshot.
A HUD featuring stamina and health (20 bars each.)
Simple AI with pathfinding and randomized attacking
Battle animations, particle effects, and sounds
Randomized AI Behavoir -- never fight the same creature twice, each monster has its own ways of fighting (well...to a certain degree
)
Camera modes [Free, Third Person, Lock-on target]
Multiple defences -- block monster's blows by summoning a temporary forcefield, or evade the attacks altogether by jumping, strafing, etc
APPLY TO WORK ON THIS PROJECT:
http://forum.thegamecreators.com/?m=forum_view&t=35197&b=9
To read the story taster. (The thread includes a storyline taster and some other good stuff, so even if you aren't interested in working on the team, check it out. Donations are also welcome [models.])
Check back for updates!