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ForumsSubmitted by quest on Wed, 2006-03-08 16:36.
At the suggestion of a tester I've setup some discussions forums for HQO - bug reporting, ideas, development updates. I suspect like most forums it'll end up with about 5 users and 10 posts - but heh :) I will continue to post progress here, at Old Scratch's Heroquest Forums and on JGO should I ever get back into posting there again. Forums are here ( categories: Heroquest )
New Version AvailableSubmitted by quest on Wed, 2006-03-08 07:55.
I've just uploaded a new version. This time I've rearranged the jars a bit (its needed doing for a while) - so this'll probably mean big downloads (since they've beeen renamed). I hoping this means I wouldn't need to upload massive amounts for a while. In this version: - Trap Support Remember that only the first quest (The Trial) is actually meant to work at the moment. I've added a pit trap and chest in the first room for testing purposes. ( categories: Heroquest )
More TrapsSubmitted by quest on Wed, 2006-03-08 06:46.
More trap related excitement this evening. I've just added disarming (if you're the dwarf its free, otherwise you need a toolkit). I've also added a bunch of scripting elements into the XML map dialect. So, my current test runs likes this: 1) Walk to chest Is that right? Is there something wrong with this flow? Let me know! :) ( categories: Heroquest )
Traps!Submitted by quest on Mon, 2006-03-06 07:46.
A productive evening. I've just added the trap framework and implemented the 3 traps from the base HQ game. Spear Traps - which fire when you walk on them but can be dodge if you get luck, Pit Traps - that you fall in and get hurt but can get back out and Falling Block traps - crushing you and blocking off areas of the map. They all work, and they all kill! You can even jump spear and pit traps after they've been detected. Of course - you can't actually search for traps yet so the only way to find them is to spring them :). Trap arn't in the download yet so its not worth trying to grab it yet. Once the full trap implementation is in (detecting and furniture traps) I'll upload. Finally, tonight I also change the activation of artefact/furniture in the game to a little pop-up menu. This is in preperation for the ability to both open and disarm chests (i.e. multiple selection required). It looks pretty neat! [Screenshots of everything coming soon] ( categories: Heroquest )
LighitngSubmitted by quest on Sat, 2006-03-04 18:29.
Well, I've just added lighting only to find that all the models have had their normals stripped during the conversion from .mdx to .md3. Luckily a developer friend pointed out NPhernos MD3 Compiler which allowed me to build a nice new set of normals for each model. The downside for anyone trying this game out is they now need to re-download all the models. Thats ~8meg. ( categories: Heroquest )
HQO Manual ( categories: Heroquest )
Play NowYou can get the current version via Java Webstart here. You'll need to get Java to be able to play it. The game webstart download is approximate 8meg at the moment. Due to the smartness of webstart however, once you've got it the game the firsts time you'll only have to download the updated bits as development goes on. ( categories: Heroquest )
PlanOn the to-do list.. On the maybe one day list..
( categories: Heroquest )
About HeroQuest Online (HQO)About HeroQuest Online (HQO)HeroQuest online is a conversion of the classic MB board game from the late 80's. The game casts the player as up to 4 heros in a world of high fantasy. Complete the quests, get the reward, move to the next part of the story! HQO takes the adventure and makes it available on the PC and allows players to take part across the internet. HeroQuest Online is being developed in Java, using LWJGL. Models so far are grabbed from the Warcraft 3 community or are modelled developer-art. ( categories: Heroquest )
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