svartridder

'svartridder' is the codename for a game I'm working on in Python with Panda3D. It is meant to closely emulate the realistic, force-based, full-control combat in Die by the Sword. Namely, the weapon-arm of your character is directly controlled by your mouse movment; to execute a horizontal slash, instead of pressing a button and seeing your character play a prerecorded animation, you move your mouse from the right of the screen quickly to the left.

If you were wondering, "svartridder" means "BlackKnight" in Norwegian... not really grammatically correct but I wanted a handy codename, and the dismemberment theme made me think of the Black Knight from Monty Python and the Holy Grail.

Screenshots

svartridder_8.png::17 March, 2008
svartridder_7.png::17 March, 2008
svartridder_6.png::17 March, 2008
svartridder_5.png::17 March, 2008
svartridder_4.png::17 March, 2008
svartridder_3.png::17 March, 2008
svartridder_2.png::17 March, 2008
svartridder_1.png::17 March, 2008

Changelog / Roadmap

0.0.0 -- "Ethelred the Unready" (Source only / *nix version) -- Released 3/21/2008
===================
* Meant to just give an idea of how control / gameplay is, not really playable
* Basic sword control, really just waving it around and hitting things
* Stationary opponents who only creepily turn to face you
* Shield and sword don't actually block anything due to limitations in Panda3d collisions system

0.0.1 -- "Sweyn Forkbeard" -- Near-future release
===================
* Replace Panda collisions with ODE collisions + physics
* Laughably easy AI opponents that know how to move and perhaps even attack
* Shields and swords can now actually block things
* Slightly more complex and neat-looking arm control
* A main menu screen, perhaps even with options

0.0.2 -- Farther-future release
===================
* Passable AI opponents
* Gauntlet mode : take on increasingly larger numbers of opponents in succession, accumulate a score, post online to show off your e-peen.
* Black Knight Mode: Opponents' torsos are invulnerable; they only die when all appendages are removed.
* Real physics and force-based damage using ODE via the pyODE bindings. Also: flying appendages and ice cream! Yaaaay!
* Two-handed weapons
* Engine move? I'm wondering how the hell I'm going to manage to create more complex level geometry.
* Non-ripped models? Need the help of a 3d modeller person to do this.


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