The latest pre-alpha build of my project for my final-year AGT module. Demonstrates all 4 current enemies, both current weapons, all 3 current pickups, enemy path-following behaviour, enemy target-acquisition behaviour, the collide and slide algorithm, stepping-up behaviour, gravity, flight and win/loss conditions. Art is largely placeholder stock models for now. In this demo the player must collect the ogre head and kill all enemies to win. Uses OGRE for rendering and math classes and OIS for input.
Key:
*Golden spheres - Score pickup - size representative of value
*Fish - Health pickup - size representative of value (25 in film)
*Ogre Head - Goal pickup - must be collected in order to win the levels its present in. Size representative of score value.
*Small silver spheres - Projectile without gravity, 3 damage (player)
*Small shiny brown spheres - Projectile with gravity, 8 damage (player)
*Large silver spheres - Flying enemy - 40 hit-points, 1 damage per projectile
*Large shiny brown spheres - Melee enemy - 20 hit-points, 9 damage per hit, 1 second cool-down after each hit.
*Large dull brown spheres - Enemy - 50 hit-points, 1 damage per projectile
*Green cube - Turret enemy - 100 hit-points, 1 damage per projectile
To-Do List:
*Clamp look up/down to 60 degrees
*Carry momentum into a jump to stop the player slowing in mid-air
*Use the already-implemented FMOD interface to have sounds and background music in the game
*Add a GUI implementation in order to display a HUD and Menu system
*Add a shader to tint the screenred when damage is taken, and gold when a pickup is collected
*Add particle effects
*Have enemies die more visibly, rather than just freezing and/or dropping to the ground
*Replace "programmer art" with more indicative models and materials
*Create more/larger levels
*Create new types of enemy, pickup and weapon with more new behaviour