2/03/2008

May We All Have a Valentine...

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Things that have changed since the last post:
  • Migrating to double the resolution for objects and ents (note face and gun)
  • Implemented basic map traversal functionality
  • Added 30+ real-world weapons (will increase substantially)
  • Started implementation of entity attributes, skills and stats
  • Some basic animations added
  • Console improved and code cleaned-up (slightly)
  • Began implementation of mini-gui (test-phase)
The code can be downloaded here. Note: you must have python, pygame, and Opioid2D to use this.

Run main.py to start. The keys are as follows by state:

NormMode:
  • W,A,S,D - move/face the current map obj
  • Numpad 1-9 - move camera
  • Numpad 5 - center camera on current obj
  • Mouse Buttons - set to test some actions
  • F1 - Toggle ConsoleMode
  • 1-8 - different weapons by category
ConsoleMode:
  • most regular keys - write to console
  • Enter - activate console command
  • Enter (blank) - last console command
  • tab - clear console text
  • Numpad 1-9 - move camera
  • Numpad 5 - center camera on current obj
  • mousewheel - scale camera
Escape exits the program at all times. The console executes from the scene's scope and 'ent' is a shortcut to the map.obj, 'map', and 'cam' for the camera.

The talking functionality has a few interesting features. Try 'ent.talk_string('your own text') and the mouth of the ent will open for each vowel in a word, with pauses in between. Eventually I'd like to combine this with speech for basic communication.


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Also, weapons have been added, although they are simple, non-animated, and based on photographs.
















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In an ent's hands, they don't look so bad, especially considering how 'detailed' the ent is.

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