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House of Pain!


thehankinator
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Welcome to The Hankinator's House of Pain!

 

This is my entry for the Halloween game tournament. A game of survival, kill enemies to get points, spend points to buy traps and weapons! Survive to the end! Higher difficulty yields more points!

 

At this time standard key bindings are used:

WASD - Movement

Space - Jump

Left mouse - Shoot (or place trap when in at store)

R - Reload

 

Get it on Game Launcher! http://www.leadwerks.com/werkspace/page/viewitem?fileid=548835676

 

This is my first attempt at an action game and also a game that lasts more than a couple minutes. I intended for this game to much more than it is today but I intend on continuing further work. Things like bosses, objectives and maps are a few big features I want to add. What do you think? Which of the many bugs are the most annoying?

 

Fireball texture obtained from: http://opengameart.org/node/18855

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Update:

* Moved the back cam to the top of the screen

* Added kickback and shake when a weapon is fired

* Fire traps no longer hurt the player

 

I am thinking about adding an additional difficulty flag that would cause all traps to trigger if the player walks over them. Might make things more interesting when choosing where to put a trap. Machete is wonky when swinging at the skeleton, not sure why.

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Update:

* Made fireball more fiery

* Improved fire looks on torches

* Added blood splatter on walls

* Reduced line of sight checks in AI scripts

 

For some reason the emitters get to a point where they are "puffing" the particles rather than a steady stream. Not sure if that is due to the performance issue I've been facing or if I'm setting the emitters up wrong. Regardless I think the fire overall looks much better!

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  • 2 weeks later...

Happy Thanksgiving!

 

Update:

*improved fire appearance on fire trap

*head shots deal 3x damage

*fixed resource leak

*synced witch animation/fire anamiation timing

*fixed zombie run animation

*fixed a bug that caused the witch not to spawn a fireball

*fix machete damage

 

Still haven't been able to resolve the performance problem. I'm not crazy about this map so maybe during design of the new map I can catch it. Need to work on sounds and visual feedback for the machete but it does sweeping damage with headshot damage when the sight is pointed at a head.

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  • 1 month later...

Update:

 

*Boss wave!

*Added visual feedback for hits with bullet

*Start with pistol in addition to machete

*Reworked spawn rate and points awarded

*Reworked scoreboard display

*Added new blood splatter

*Zombies run slower

 

The game balance needs work. I think it's partly the map design but also the nature of traps. The game may need to change at a fundamental level to allow balance. Next major feature could be a campaign/story mode, I've some ideas.

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