svartridder
| 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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