thebeast
thebeast
WSAD & mouse click more commands , ~8MB, startup takes time!
"up": Key.W, Key.UP
"down": Key.S, Key.DOWN
"left": Key.A, Key.LEFT
"right": Key.D, Key.RIGHT
"talk2": Key.T
"teleport": Key.R
"toggle_crouch": Key.CONTROL
"toggle_crouch": Key.CONTROL
"attack": Key.Z
"death": Key.X
"blood_splatter": Key.C
"sprite_splatter": Key.V
"jump": Key.SPACE
"speedrun": Key.SHIFT
"next": Key.SPACE, Key.ENTER
"exit": Key.ESCAPE
"pause": Key.P
"toggle_console": Key.F1
"toggle_profiler":Key.F2
"toggle_speechballoon": Key.F3
"respawn": Key.F4
"nextlevel": Key.F7
"save": Key.F8
"load": Key.F9
"toggle_fullscreen": Key.F12
"simpleprofiler_trace": Key.L
"save_a": Key.DIGIT_1
"save_b": Key.DIGIT_2
"save_c": Key.DIGIT_3
"save_d": Key.DIGIT_4
"test_text": Key.DIGIT_5
"add_wizard": Key.DIGIT_6
"add_wolf": Key.DIGIT_7
"add_dwarf": Key.DIGIT_8
"add_zombie": Key.DIGIT_9
"add_warlock": Key.DIGIT_0
"calculcate_bbox": Key.B
"optimize_path": Key.SHIFT
"shift": Key.SHIFT
"pathfinder_draw": Key.O
"draw_quadtree": Key.Q
"draw_actor_details": Key.U
"draw_hitbox": Key.H
"zoom_out": Key.NUMPAD_SUBTRACT
"zoom_in": Key.NUMPAD_ADD
"player_venom": Key.N
WIP, rev. 175
feedback: http://flashpunk.net/forums/index.php?topic=2824.0
The Beast is an upcoming flash video game. Set in fatasy world you are a runaway who lost his daugther in a forest. This retro-style action adventure offers both dynamic combat and non-linear story driven by NPC conversations.
very brief devlog:
2011-02: the idea, 2.5d prototype
2011-03: rendering and stealing placeholder models, geometry classes for collisions
2011-04: quadtree implementation for collisions and speed
2011-05,06: a hiatus
2011-07: a comeback! implementation of: A* pathfinding based on triangulation of waypoints, chat with dialog trees, splatter pixels
2011-08: basic AI and combat, variuos scripts for gfx (lowcolor, dithering, etc)
2011-09: serious AI improvements (obstacle avoidance, path following)
2011-10: optimizations (geometry, quadtree, pathfinding), converter for tiled levels, isometric mines level
2011-11: temporary break while working on Arbenklauss project
2011-12: back on track... new enemy, conversation bubbles, SAVEGAMES!
2012-01: split map into separate levels, triggers, zombie, npcs avoidance
2012-02: quicksave, mage, warlock, burninghands spell, improvments in wolf and warlock combat ai, stunlocking improvements
2012-03: boss snake gfx and behaviour
2012-04: player roll animation, snake battle continued
2012-05: writing dialogs, avalanche, earthquake and rolling boulder, serpent head dodge, viper
2012-06: fireball effect, wizard cutscene, minor collision detection fixes
2012-07: vacation time! (and break to work on The Cat, The Bear and The Rabbit game project)
2012-08: no progress
2012-09: still working on CBR project, yet it uses same engine. so there will be some major optimisations for pathfinding, collisions, etc.
2012-11: caching the pathfinding data for faster preload
2013-05: yes, yes, still on hold and focused on The Bear, the Cat and the Rabbit game.
2013-10: this train is delayed