ID:23691
 
Keywords: sneak
What does a week get you in game development? Well look at the amazing progress since our last installment:



Those Gears of War guys got nothing on us!

The careful observer will notice our blue hero hiding behind a tree (not too successfully, given his blocky gray halo there...that'll be gone for release!)

This is proof of concept of two things:

1. Use of Shadowdarke's library to set the density and layer handling of both dynamic and map-placed multi-tile objects.

2. The core concept of the game, which is to give you fun ways to hide from each other. The original game did this by calculating whether you should be visible or not to other players, and sending your image() to them individually based on the calculation. The new version will attempt to handle this by actually letting you obscure yourself enough that people might miss you.

As in the original you'll be able to crouch or crawl...letting you hide in grass and such.

You can't stop progress!
I'm amazed and baffled! =O
My graphics card can't even handle the screenshot!
Sneak 2 is turbo fast!

You should be able to wear different colour clothes/suits (I guess this would depend on the race you're playing as) so one player dressed in green would be great at sneaking through grass, but terrible at hiding in a cave (whereas the player dressed in brown would be the reverse).

or something i dunno
That's mind blowing.
Good idea, Elation. Perhaps some maps will be color-themed to be to the advantage of a particular side. And maybe there could be some color-changing powers...
You nearly crashed my computer with that screenshot. High quality!
Nearly, heh. :D Was Windows about to use it's BSOD module, then decide, eh, I think I can handle it? :D
It's great to see such devoted developers joining up to make an awesome game! I'm really excited about this and hope to see more from you guys!
Man, these new Direct X 10 screenshots are breathtaking!
Wow. Check out that procedural grass. Awesome!
My monitor cracked by looking at that Advanced screenshot....OMG You must have been working on that for years.
The new version will attempt to handle this by actually letting you obscure yourself enough that people might miss you.

I like that idea!

Of course it'll probably mean that each terrain type will need both a background and foreground image, but oh well...

And in coming up with more "Ways to annoy Gug (TM)", I was thinking that in grassy areas we might have little moths and butterflies fluttering around...making it tougher to spot someone crawling through the area...
I was thinking that in grassy areas we might have little moths and butterflies fluttering around...making it tougher to spot someone crawling through the area...

Listen, bub, I've been to your town and there aren't THAT many more moths there than in Ohio!

Actually, come to think of it, Cabela's African Safari implements tracking by having you look for thick swarms of red butterflies that are apparently attracted to animal tracks, and I was willing to suspend my disbelief for that, so sure, why the heck not?

Also, burning grass creates an awful lot of smoke... and at the right time of day, a pond or even dewy grass can produce a whole lot of fog.

I'm sure with a little thought we can come up with plenty of varieties of cover!
hiding behind bad graphics.

oh wait, thats already in. =p
Also, burning grass creates an awful lot of smoke..

Ah, this means we have to implement the ability to get/purchase matches, so you can start grass on fire!

I'd been thinking of having some spawn points for useful items in the game, and this makes me think we could also have you accumulate money when your team wins rounds, allowing you to blow it on stuff like matches.

Which in fact starts making this a bit like the good old Living & Dead game, which is just as well since I'm re-using a bunch of that code for this game.
Or, people could buy cans of gasoline and get a complimentary matchbook from the gas station!
But what about the butterflies????
They're extra fuel.

WHOOMPH
Page: 1 2