28/08
20:06

Aleph One – New Version: 0.5!

What’s that? An update? Now, well over a month after the game should have been completed? It’s true!

0.5! What does this update bring? Quite a lot, actually, and a full list of changes can be found on the downloads page. I’ll rattle off the major ones now.

  • A ceiling! A good for nothing ceiling! Oh hell. Take a breather for a moment, cause the next one will shock you even more!
  • Walker (Occulea) AI! It actually chases you and stuff! Omigoshomigoshomigosh! There may or may not be a bug about it not detecting that a door has been removed, but the things sort of chase you, and that’s good…right?
  • Weapon animations! Also, a new less half assed assault rifle! Also, better tracers! And a new rifle sound!
  • You now have the USE (e) the weapons dispenser to buy weapons, rather than it sneaking up on you and flashing a giant UI in your face.
  • You can die! Trust me, this is a good thing. You die properly, as in a gameover screen and the level restarts, rather than you just being magically ressurected.
  • A new fangled lighting system, where the walls light the level properly instead of the level being lit by invisible lights! Some places are still dark, but problems for the future.
    Of glorious lighting!
  • A couple of new things that remain inaccessible due to my inability to set the level system up right…

So, what are you waiting for? Download the newest verion and wow at how much hard it got with the walkers shooting you, and gasp in awe at how you still can’t complete the damn thing!

Download the latest version!

EDIT: Fixed download link :S

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26/08
01:10

Master server, bug fixes, and swap cube…

I just wanted to drop by and let people know that the master server for Swap Fire is back and several bug fixes have been made. Also, I added the swap cube object I contemplated during the 7DFPS Challenge in June. This new object doesn’t add much but I think it showcases some of the potential the mechanic has to create more emergent behaviors.

Thanks for reading, and BE EVER MINDFUL OF YOUR FUTURE!

1

26/07
14:42

FLAT Goes Open Source

One of FLAT's source files.After what seems like an eternity (but only turns out to be a month or so), we’ve finally gotten around to doing a source release of FLAT.

https://github.com/Cheeseness/FLAT

This is something we’ve had in mind since starting, but it slipped by us as we all moved onto other projects that we’d been putting off during the 7DFPS challenge.

Whilst we don’t expect the project to grow much, we see a source release as an investment in the longevity of our project. Years from now, people will be able to compile FLAT on hardware that doesn’t even exist today.

Beyond that, the source for FLAT may serve as inspiration for where to start (or not to start as the case may be) when creating a similar project.

If anybody is excited and wants to contribute to FLAT, I’ll be putting up a handful of issues based on wishlist items from our todo lists, and I’ll be happy to review and merge pull requests if/when I receive them.

This is most likely the last FLAT post I’ll make here, so I’d like to extend thanks to everybody who checked out FLAT, especially those who offered encouragement and support, and a super extra huge thanks to SteelRaven7, Johannes and Anton – it was a pleasure and an honour to collaborate with you guys <3

Enjoy!

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26/06
04:06

First playable build up!

I threw up a build for people to try out! It’s a multiplayer game, so grab some friends if you wanna get the real experience!

Controls

  • Left-click: Fire pistol
  • F: Turn flashlight on/off (maybe should be right-click as well?)
  • Tab + hold: Show scoreboard & server name

Bugs/Notes

  • Latency in browser build – optimization needed, probably for shadows (this game is very shadow-heavy)
  • Cannot properly exit back to main menu from game
  • If the player acting as the server disconnects, game does not shut down nicely :P
  • Game-over not yet implemented
  • House needs a little more room and a few more balance tweaks; specifically, there should always be some small amount of light visible, so players can tell if they’re actually moving.
  • Gun can fire through some objects.
  • Still using the Unity pill model for characters :P

Comments and criticism is more than welcome :) I hope you enjoy it! I’ll try and set up some testing times soon so that a lot of people get on and play.

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25/06
16:58

Quarantine Post Update

Quarantine gets some visual enhancements!

As well as some changes to the damage system.

More updates soon to come, with a revamped weapons system, and multiplayer!

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25/06
13:41

Call of Warfare: Blocks (week 2)

I suppose at this point it’s no longer a 7dfps, but I wanted to post an update.  Been working over the past week to add multiplayer support and fix bugs. I’m really happy with how this project has turned out so far. The multiplayer is fast paced and tons of fun (at least for the playtesters I’ve had so far).

Call of Warfare: Blocks is written in C# using the XNA Framework. There’s a dedicated server application (also written in C#) but written without XNA.  This allows the server app to run on a linux machine for cheap hosting.

Here’s the project page for the 7dfps version: http://7dfps.org/?projects=call-of-warfare-blocks

If anyone has questions or comments, I’d love to hear them.

Tritax (@JDBunnell)

1

25/06
12:07

Armed & Dangerous – Motion Controls

I added support for the Razer Hydra motion controllers over the weekend. Moving the arms, picking stuff up, aiming, it’s all much more natural this way.

Buggy? Definitely, but as a proof of concept I’m very happy with it. I’ve got a huge list of possible motion-control-powered mechanics that I’ll try to implement sometime later. :)

10

24/06
15:14

Lantern, project update (90% content complete)

So after my actual 7dfps week fell apart (due to a ’bout of sickness and surprise but needed contract work) I decided to crunch for the last couple days and see what I came up with.

The game mechanics came together very quickly and I enjoyed working on them a lot. I also finally immersed myself fully into networking code, which was a whole lotta fun but also hair-raising at times. Anyway, I decided I liked Lantern enough to keep working on it.

My plan is to add the last bit of content I need (some artwork and some level layout additions) and then bugfix, tweak and release. I’ll add a download link for the standalone here and on my website, and then possibly a web-player version to Kongregate, and see how people enjoy it. Some small playtests I’ve done turned out quite well, so I’m hoping others will enjoy it too :)

Peace!
Joe

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24/06
04:45

Spike Attack tidying up stuff

I finally got around to finishing up some lose ends such as:
- actual main page artwork and better titles, popups etc
- 3d sound so you can hear where the enemy is charging up
- help and about page
- number of enemies slider
- better UV placement on the electric charge
- properly handling tombstoneing
- trial mode
- enemies don’t get stuck never shooting

I also submitted the game to Microsoft so hopefully it will be in the marketplace soon. It got an ESRB rating of E10+ due to fantasy violence. :p

I added a trial mode so that people can get the game for free. Trial version is exactly the same as the paid version, but please get the paid version if you like to support my efforts!

In the future I would probably add things like scoring, and a variety of enemies like a birds that flap wings, and spiders that run at you on the ground, and more ways to defend yourself. Most likely this is the end, and I’m on to bigger and better things.

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