Hedged

So you have written that new, must have program. Let us see it here.
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Technopeasant
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Hedged

Post by Technopeasant » Thursday 08th April 2021 3:37am

A 3D horror game inspired by the famous snowy hedge maze from The Shining (and also its homage in the game Blood) made for the April 2021 LibreJam.

"Just took a job here at this distant retreat to focus on my programming, but the wife seems to be acting a bit strangely.... better lie low out here."

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http://icculus.org/piga/Files/LibreJam/ ... 1.0.tar.gz

Having a four day long weekend this week certainly helped me produce something pretty nice this time.
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Piga Software
http://icculus.org/piga/

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Re: Hedged

Post by cogier » Thursday 08th April 2021 6:01pm

You have got the ambiance right. I managed to 'get out' twice and was killed once by that Lady in black. I think you need a lot more things to do to make the experience more interesting, perhaps collect items to be able to defeat the Lady. (With a BIG gun! 8-) ).

A 'Help' page would be useful, I was clicking the mouse for ages until I tried the arrow keys. I know it's obvious, but you have to cater for us oldies :?.

The 'Option' message was not on the screen for very long, I missed it the first time. I suggest you leave it there until a player has selected to play. A menu at the beginning would solve this and also allow a place to send the player on completion of the game showing a message of congratulation :D or failure :cry: rather than just closing the program.

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Re: Hedged

Post by Technopeasant » Thursday 08th April 2021 11:42pm

The UI should get a complete overhaul in the finished version with menus and help screens. This was just a mock-up made in less than six days after all.

I actually originally intended for the player to click to use the gate but could not get it to work, so walking into it was a compromise for time.

Certainly is bare bones right now, but at least as you say I got the ambience right to work from.

As for a Big Gun, that might detract from the atmosphere of this somewhat, but a FPS made on this tech is certainly planned down the road. :twisted:
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Re: Hedged

Post by Technopeasant » Tuesday 01st June 2021 3:22am

New version out with additional menus, cosmetic improvements and fixes.

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http://icculus.org/piga/Files/Hedged/1.2.0/
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Re: Hedged

Post by cogier » Tuesday 01st June 2021 1:48pm

You have certainly improved the user experience with your latest changes. I think there should be more for the player to do/find as so far all I have managed to do is run around the, apparently, endless maze until I get killed. I was able to find the exit on the earlier version but so far it has eluded me! :cry:

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Re: Hedged

Post by vuott » Wednesday 02nd June 2021 12:21pm

...instead I think he should write ;) a nice manual - clear, simply, easy and exemplifying - to create applications in 3D graphic.

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Re: Hedged

Post by Technopeasant » Sunday 06th June 2021 10:15pm

cogier wrote:
Tuesday 01st June 2021 1:48pm
You have certainly improved the user experience with your latest changes. I think there should be more for the player to do/find as so far all I have managed to do is run around the, apparently, endless maze until I get killed. I was able to find the exit on the earlier version but so far it has eluded me! :cry:
Version 1.2 is bug fixes. Version 2.0 will be gameplay expansion.

Just wanted to note that you can turn on the mini-map with the F10 key (or the options menu) if you can not find the exit.

It does rather eliminate the challenge of the game, but it looks quite nice - even if it reveals how terrible the AI for the killer really is. ;)

I experimented with an even larger maze, but realized that with only one killer it makes everything too empty.

I might add some more variants of the same map size, or even a random map mode.
vuott wrote:
Wednesday 02nd June 2021 12:21pm
...instead I think he should write ;) a nice manual - clear, simply, easy and exemplifying - to create applications in 3D graphic.
https://pigalore.miraheze.org/wiki/PS_Tech

This above describes the basic architecture of my engine. As for 3D in general, it is all standard OpenGL 2x and you are best off trying out the NeHe examples to learn that. All of this is of course quite out of date, but I still have not figured out VBOs and such yet myself.

I would probably be terrible at writing a manual anyway. I am the sort who learns from reverse-engineering actual code examples.
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Piga Software
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