Whilst it's not done yet, I feel I should show you guys the beginnings of AI!
Link
Please go there for download links.
~Josh
Sunday, October 19, 2008
Prototype A!
Hi guys! Prototype A has been released! What's prototype A? It's a prototype with moving targets, shooting, and moving!(yay!)
Forum thread with download link here
Forum thread with download link here
Monday, October 13, 2008
Team Introduction: Josh
Hey guys--I'm Josh. I do some programming and design over at CoffeeStained Games.
I'm currently working on my own game(Escape Humanity), as well as working on a team project, name Free To Kill(hey, what a coincidence, this is its blog!)
I'm doing design and light programming for it--It's going to be great, but this post is about me, but not it.
I've always been interested in computer games, and always wanted to. I finally learned how, and I'm just bursting with ideas! I really can't wait to release Free To Kill--it's going to be amazing.
Now, I've always loved assassin games. Carefully plan an attack, slink into the shadows...Ahh, it's so fun! It's why I'm making this.
Anyways, I don't really know what to say--I'm an adolescent male that makes games. Simple as that.
I'm currently working on my own game(Escape Humanity), as well as working on a team project, name Free To Kill(hey, what a coincidence, this is its blog!)
I'm doing design and light programming for it--It's going to be great, but this post is about me, but not it.
I've always been interested in computer games, and always wanted to. I finally learned how, and I'm just bursting with ideas! I really can't wait to release Free To Kill--it's going to be amazing.
Now, I've always loved assassin games. Carefully plan an attack, slink into the shadows...Ahh, it's so fun! It's why I'm making this.
Anyways, I don't really know what to say--I'm an adolescent male that makes games. Simple as that.
Free To Kill:announced!
Hi, I'm Josh, one of the programmers at CoffeeStained Productions. I'd like to announce a new project we just started: Free to Kill!
Now, don't let the name deter you from the real plot: Free to Kill is a non-linear, target-based assassin game. You can snipe your target, or maybe set C4 up and lie in wait. Any AI that witnesses the kill will act based on their attributes--a strong person might fight you with his/her bare hands, or a strong AND sensible person might pick up a weapon to fight you with. A weak pedestrian will run away, and call 911.
I really want variety in this game(as I am the lead designer for it), and as such, you may even find some funny easter eggs added in(death note, anyone?!)
Now, every character has "friends" and "enemies".
A person hanging around a bunch of close friends is going to be a bit difficult to kill--what do you do with his friends? What if you miss?
I'd also like to include relationships with your mission-givers. Don't like the mission? Fine--kill the guy who gave it to you! Or maybe kill all his friends, forcing him into submission, having him dream about you--and then you can ease his pain with some "medicine".
Now, you don't have to only kill your target. Kill anyone you please, however you like--don't like that guy? What if he were to be pushed onto a freeway oh-so-unexpectedly?
Now, this game is set in the modern world--though, I would like to do expansion packs(or, since we're just a small group that works together online, I'll call them "addons")--maybe you want to kill a roman leader--Wrist-knife style?
Well, I'm running out of things to say. All in all, this will be a very non-linear game. It can either be action-packed, or slow and planned. Kill anyone, anywhere, any way, any time.
Now, don't let the name deter you from the real plot: Free to Kill is a non-linear, target-based assassin game. You can snipe your target, or maybe set C4 up and lie in wait. Any AI that witnesses the kill will act based on their attributes--a strong person might fight you with his/her bare hands, or a strong AND sensible person might pick up a weapon to fight you with. A weak pedestrian will run away, and call 911.
I really want variety in this game(as I am the lead designer for it), and as such, you may even find some funny easter eggs added in(death note, anyone?!)
Now, every character has "friends" and "enemies".
A person hanging around a bunch of close friends is going to be a bit difficult to kill--what do you do with his friends? What if you miss?
I'd also like to include relationships with your mission-givers. Don't like the mission? Fine--kill the guy who gave it to you! Or maybe kill all his friends, forcing him into submission, having him dream about you--and then you can ease his pain with some "medicine".
Now, you don't have to only kill your target. Kill anyone you please, however you like--don't like that guy? What if he were to be pushed onto a freeway oh-so-unexpectedly?
Now, this game is set in the modern world--though, I would like to do expansion packs(or, since we're just a small group that works together online, I'll call them "addons")--maybe you want to kill a roman leader--Wrist-knife style?
Well, I'm running out of things to say. All in all, this will be a very non-linear game. It can either be action-packed, or slow and planned. Kill anyone, anywhere, any way, any time.
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