"I program, I dream." Bruce Jawn's flash blog
Voxel based First Person Shooter created in Flash. OBJECTIVE: Destroy the world as much as you can! Less voxels remaining means higher score rank. No enemies, no life bars, no bullets & time limits, just enjoy the shooting in the fully destructible environment. Be a Destructor! TIPS: Use "portals" (holes) on the ground to go to higher place. INSTRUCTIONS: Aim/Shoot: Left Mouse Move/View: WSAD QEZX/Arrow Keys Jump: Space Pause Game: Enter (You can submit your scores in the pause menu.) Download the SWF: https://flaswf.googlecode.com/svn/trunk/Games/Destructor/Destructor.swf I've wanted to create a FPS game using Bengine since two years ago when I released the game "Bengine Race". Bengine was designed for FPS games but there was only one experimental "Racing" game made using it. The fact is that I didn't drop Bengine, I'm still developing on it silently when I have time. There were several new versions of the engine I used for the game "Bengine Race". I named them as "PBengine", "ASPBengine" and finally "ReBengine". In ASPBengine, I ported many Bengine's C code to AS3, such as the code for physics and controls, only leave the rendering core in C for speed. This game "Destructor" uses ReBengine, where "Re" stands for "Revert" instead of "Revision". For a long time I tried to optimize the engine for maximum speed at the cost of the graphics' quality. And when ASPBengine can run at above 60 FPS, I realized that the aliasing is intolerable. The low resolution of the original "Bengine" is already intolerable to many players, so I revert the rendering algorithm to the original "Bengine" and that's what "ReBengine" means. ReBengine should be a litter faster than the original Bengine, though they use similar rendering algorithm. One difference is that ReBengine has more AS3, so it is much easier to compile and test. And the milestone is that ReBengine has a fully scriptable in-game voxel world editor, which is still under development. Thanks to 7DFPS, it gives me a good motivation to make such a simple experimental FPS game. 7 days are enough for a good game, if you can work full time on it. It's a pity that I don't have much free time here to make my game complete. When I started, the rendering engine with simple physics was almost done, but there was still much to do for a game engine. I spent several days' free time and finished the game framework as well as the shooting prototype, and integrated them with Bengine. Running out of time for map design, I borrowed the map from Bengine Race. Hope you will enjoy it. Credits: (for whatever helped to develop this game) FlashDevelop Adobe Alchemy GIMP Inkscape http://cooltext.com http://www.flamingtext.com http://7dfps.org Boostworthy Animation System Mochi Service And ...
This is awesome! Would you like to opensource a limited prototype version and host the code on google code?
Just need some time to clean up the source code...
I know it has been a long time, but better late than never. Here is the full source code release: http://bruce-lab.blogspot.com/2015/01/destructor-2015-updated-fps-game-based.html
not bad, higher quality levels possible?
Currently higher resolution means lower framerate.
This is awesome! Would you like to opensource a limited prototype version and host the code on google code?
ReplyDeleteJust need some time to clean up the source code...
DeleteI know it has been a long time, but better late than never. Here is the full source code release: http://bruce-lab.blogspot.com/2015/01/destructor-2015-updated-fps-game-based.html
Deletenot bad, higher quality levels possible?
ReplyDeleteCurrently higher resolution means lower framerate.
Delete