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Haunted Mansion


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#1 M_I_Soft

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Posted 11 January 2011 - 05:19 PM

Game: Download Link
Category: Adventure/Strategy/Shooter
File Size: 12 MB
Gm Version: GM8

Updated 9th April
Well it's been a while since the last update but we've been tweaking and adding a load of stuff that at the minute can't be accessed in the demo as the rest of the work to get the story to that part hasn't been completed.
Rest assured though there's some fun times ahead!

Things that are more noticeable are improved textures and models for the environment, a few tweaks to the layout of a few of the rooms and improved the font and message delivery system. Also altered the in game gore a bit so it's a bit more realistic without being over the top. Extra areas are in place with new objects to interact with and collect. In total the game now spans 26 rooms from the Courtyards right through the garden maze up to the first floor of the mansion itself. Still the second floor and attic to complete in the mansion and then there's the "other" sections that are still in the process of being designed.

Also it's now possible to die when you run out of health - a suitably gory game over screen is displayed for 20 seconds or until a key is pressed.

The major addition is a full custom save and load system to move away from the issues found with the stock GM save/load system.
This update will require you to delete the saves directory if you've already run the game in a previous version as the format is completely different.


There's more information in the instructions now to help game play along a bit so well worth reading those first.
Music is now finalised too - these are now the tunes that will be used permanently. Main menu music composed and produced by myself with the in game music from Newgrounds.

There's been a lot of behind the scenes bug fixes and improvements too, far too many to mention but rest assured myself and Jakyl11 have been more than busy testing and tweaking everything we can find to make it more involving and ultimately more playable.

As always though we appreciate feedback - remember this isn't just another Zombie TDS - it's a whole lot more with adventure and rpg elements included.
Just think of it as a cross breed of Resident Evil and Ghostbusters all rolled into one - with the zombie's taking the back seat for a change!
Update 10th April - Screenshots updated and instructions added below for reference.

Update 18 March
More graphic and code optimisations put in place.
Now added a controller and back plot based on time of day. Clock starts at 19:00 hours and you have until 07:00 hours to complete the game.
Updated HUD to fit more in with the story of the game and altered message delivery to suit the new design.
Also solved a few problems with the energy system (one bug was a crash when you ran out of energy) and now have it so that your energy level reduces when running, albeit not as much as if being attacked.

Update 14 March
New game options menu added to alter the controls/key mapping and also graphics quality of the new lighting engine.
Based around a 2d light and shadow engine by virus2_0, it has been converted to work with the 3d environment and gives real time shadowing from the player's flashlight.
As this can really hurt performance there are 5 graphic quality modes (5 highest, 1 lowest). The top 3 settings give the full shadow engine with differing shadow accuracies. Level 2 uses a sprite based flashlight beam and level 1 uses a simple cut out alpha mask to darken the edges of the room.
Have also added an option to affect the overall darkness of the room from quite bright ambient light to pitch black so you can only see what's in your beam of light.
New screen shots added below to demonstrate the different light modes.
New title music added too, but still not confirmed as permanent.

Would be really interested on peoples take on the new lighting engine and whether it has too much of a performance hit.

Update 10 March
Spoiler


Older Updates:
Spoiler


Description:-

I wanted to make an adventure/strategy/shooter type of game so came up with the idea of a Haunted Mansion that you have to go around solving clues etc. in order to complete the game. Rather than a traditional score I opted for a timer so the quicker you get through the higher you get on the ranking (still yet to write the custom high score engine for this).
I didn't want a normal zombie killer so incorporated the shooter side of thing as a side element of the game and concentrated more on making the adventure side of things.

Instructions:-
Spoiler


Controls:-

Described in the instructions section in detail but it's mainly the cursor keys to move, Z to fire, Shift to run and Alt to reload. These can be redefined from the main menu to any configuration that suits.

Comments and suggestions welcome!

Screenshots - Updated 10th April:-

Posted Image

Posted Image

Posted Image

Posted Image

Edited by lwindridge, 10 April 2011 - 11:53 AM.

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#2 Jakyl11

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Posted 13 January 2011 - 01:25 AM

Not bad but i dont like the controls for it, but eh (id prefere w,a,s,d over arrows keys I have to cross my arms to play it x style) backwards?
anyway,
I like the way it looks but the textures need more depth to them everything looks brand new! not that thats a bad thing it just looks kinda boring.
and i didnt really go completely through it, I ran out of bullets and it kinda became pointless to run around without bullets...

all in all i like it, keep working on it.
also if its important i stayed at 60 fps
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#3 M_I_Soft

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Posted 13 January 2011 - 09:03 AM

Yeah I know what you mean about the textures - I'll be "ageing" them once I have the engine completed.
I'm also considering putting in user defined controls too so that should get around the problem of people not liking the default settings.

Glad the fps stayed nice and high though as I'm writing it on my old 1.7ghz laptop so it gives me a good baseline as to what it should be usable on and anything faster should just run smoothly :).

Leigh
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#4 equinox

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Posted 13 January 2011 - 11:00 AM

very beatiful demo.My complimnets.
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#5 M_I_Soft

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Posted 13 January 2011 - 12:20 PM

id prefere w,a,s,d over arrows keys I have to cross my arms to play it x style) backwards?


User definable controls now added to the main menu based on the scripts by Mark13673.
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#6 Jakyl11

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Posted 13 January 2011 - 09:42 PM

The remap keys is much appreciated, but when i started it i got these errors

//this one is when the game started(could ignore)
ERROR in
action number 1
of Create Event
for object obj_ctrl_init:

Error in code at line 52:
   
        	^
at position 11: Unknown variable keymap or array index out of bounds

Then i got this error when i selected the define keys option(couldnt ignore)
but it worked fine after i started the game up afterwords .
ERROR in
action number 1
of Draw Event
for object obj_define_keys:

Error in code at line 72:

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#7 M_I_Soft

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Posted 14 January 2011 - 08:20 AM

Ahh found the problem - was an issue if the ini file wasn't present and it was trying to create the new one from the array.
Typo found and corrected - I'd used a < instead of a <= :)
Thanks for letting me know!

Altered the AI slightly now - so if you see any of the enemies spinning or acting odd, just let me know!

Also started "dirtying" the environment a bit too. Will do that completely when the rest of the game engine is running properly though.

Leigh

Edited by lwindridge, 14 January 2011 - 12:08 PM.

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#8 M_I_Soft

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Posted 16 January 2011 - 06:52 PM

More updates as per the first post.
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#9 M_I_Soft

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Posted 19 January 2011 - 01:34 AM

Updated 19th Jan - details in first post.
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#10 M_I_Soft

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Posted 21 January 2011 - 01:29 AM

Major AI updates. More details in first post. Download is current version.
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#11 M_I_Soft

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Posted 24 January 2011 - 08:43 PM

Guess nobody else fancies a look at the engine then?
Could really do with some testers to check things over and make sure the engine is bug free - and if bugs are apparent help identify them so I can get it fixed.
As you all probably know, doing your own testing can only go so far as you always end up missing the most simple of problems because you know exactly how the engine plays. Someone from the outside can take a fresh approach to the gameplay and find a bug in no time at all.

If nobody fancies helping out, that's fine, but it would be greatly appreciated if someone would lend a hand as I'm loathed to do much more with the game until I can be sure the code in the background isn't going to need tearing apart to fix something after I've hard coded a load of other stuff in to the game relating to the level control etc.

Leigh
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#12 Jakyl11

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Posted 24 January 2011 - 08:47 PM

Guess nobody else fancies a look at the engine then?
Could really do with some testers to check things over and make sure the engine is bug free - and if bugs are apparent help identify them so I can get it fixed.
As you all probably know, doing your own testing can only go so far as you always end up missing the most simple of problems because you know exactly how the engine plays. Someone from the outside can take a fresh approach to the gameplay and find a bug in no time at all.

If nobody fancies helping out, that's fine, but it would be greatly appreciated if someone would lend a hand as I'm loathed to do much more with the game until I can be sure the code in the background isn't going to need tearing apart to fix something after I've hard coded a load of other stuff in to the game relating to the level control etc.

Leigh


Ill give it another go and see if i find any problems.

EDIT:

OK I think i found something wrong not sure what i did to cause it but ill try to explain what i was doing when it happened

I was in the room down from the first room you start in and at the bottom left corner where there are 2 ammo boxes i pressed the run key and shoot key and ran into a box and it seemed to raise the floor layer to the top and all the walls went invisible but were still there(couldn't walk through) and player went invisible as well but could still shoot and i could still change rooms but everything still remained invisible.
Im going to see if i can recreate the problem.

EDIT 2:
ok i figured it out you have a zoom set up for pge up and down while shift is held I was using numpad 1 shoot numpad 3 to reload and then i just tried holding the shift and pge down and it zoomed in and pge down zoomed out. So no error just seems shift isn't a good run key in my case.

EDIT 3: went through it as far as i could see being all i couldn't find the circle key for the second time i made it to the room with stairs in it but nothing else and i ran around a bunch of times trying to find the last key but couldn't so i was guessing that was the end of the demo? If not i just had no clue what i was doing just running around randomly getting lucky finding keys. I would suggest adding some kind of map to it to help players know where theyve been or something of that nature. NO BUGS THAT I FOUND.

Edited by Jakyl11, 24 January 2011 - 09:45 PM.

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#13 M_I_Soft

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Posted 24 January 2011 - 10:41 PM

Cool thanks for that - yes there are a few debugging bits in there at the minute like the page up/page down/home for the zooming (helps to zoom right out so you can see the whole room).
Hopefully there will be a bit more to help you find the keys in the main thing - I've actually got up to the first floor so far with the rooms but was starting to hit problems with the engine so stopped and began the rewriting.
The keys for each main section are:-

First door in courtyard is in the room south of the starting point (Round Key).

Second room after courtyard (basement) the key is in the far right bottom corner mixed in with the boxes.
The first floor is a bit more complicated. There is a pressure pad in the bottom left area of the room you come up into behind the upper right bookcase - this releases the key to the kitchens.
The key to the room across the hall is in the room next to the kitchens using another pressure pad.
This room then contains the key to the staircase, again you have to work a few things out but there are some more pressure pads in here.
In the kitchens there is a corridor with loads of movable crates, the pressure pad at the bottom of this corridor will give you a key to the locked room where the first part of the amulet lies.
You can cheat a bit getting the key by going down the next corridor and stepping on the pressure pad there which opens up a secret door in front of you to walk through.

I've set it up so some of the pressure pads are just single shot ones, you step on them and they do something (like produce a key) or sometimes they spawn another pad either just out of view or if your screen is big enough you will probably see it appear. This second one will do the action like giving the key though.

If it would be useful, I could add a hard key to move rooms for testing? Also is there enough ammo or would adding double to each ammo pack help out?

Just let me know.

Leigh
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#14 Jakyl11

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Posted 25 January 2011 - 12:49 AM

Oh i never ran out of ammo this time around even with the smg and uzi i stayed pretty much full,lol
and also the small boxes cant be moved around but the big ones can, is this meant to be like this?
just wondering...because there are some small boxes with ammo near them and i have no way of getting to them.
I also got the first part of the amulet.
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#15 M_I_Soft

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Posted 25 January 2011 - 09:17 AM

Yes the large boxes are movable, as are the chairs and small square tables.
All the crates are destroyable though, the large ones take 10 hits to destroy and the small ones take 5 - I might add in other destroyable items if it fits in with the rest of the game play.
I'm working on a couple of sub games at the minute that will allow you to get access to keys to allow you between the floors rather than just having them dotted around as I want the game to be more than just a shooter.
You'll also see some notes on tables around the place - these will be used to give clues to what's needed in each section to progress further and hints on the sub games when they are added. Press enter when you're close by to read the note.
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#16 game_obsessed

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Posted 25 January 2011 - 10:03 AM

I didn't play this through completely,, only for about 5 minutes, couldn't find any bugs, and it seems like a really nice engine :) if I play through completely later i'll update, but well done :D
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#17 M_I_Soft

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Posted 25 January 2011 - 01:55 PM

OK, I've added the first sub-game to get the key for the stairs to the first floor.
You now have a table near the stairs on the ground floor with a puzzle icon on it - press enter to access the sub-game.

Let me know if it works ok for you.

If this is fine, I'll add one to gain access to the ground floor itself instead of just hiding the key behind the crates. I've already got a game written for it, I just need to get the graphics done and lay it out to suit the rest of the game.
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#18 M_I_Soft

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Posted 28 January 2011 - 09:50 AM

OK so I've been working on some more optimisation routines and have compacted all the sounds into ogg files now which has dropped the file size down a good way.
I think I've managed to get it all but let me know if there are any missing sounds that you find.

Also, let me know if there is any problem with the unpacking of the sound files prior to the game running - hopefully it should work well as it is being handled when the splash screen is being displayed and doesn't "seem" to provide any kind of delay at all.

Could do with a bit of feedback on the puzzle on the ground floor that gives you access to the key for the first floor stairs too - does it work for everyone?

Leigh

Edited by lwindridge, 28 January 2011 - 09:51 AM.

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#19 M_I_Soft

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Posted 30 January 2011 - 02:20 PM

Game engine updated with latest bug fixes (some audio errors after conversion to ogg files) and also code optimisation routines.

Should now be more compliant and possibly quicker on slower systems, but let me know if that's not the case!

See first post for full information on update.
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#20 M_I_Soft

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Posted 02 February 2011 - 03:39 PM

EDIT 3: went through it as far as i could see being all i couldn't find the circle key for the second time i made it to the room with stairs in it but nothing else and i ran around a bunch of times trying to find the last key but couldn't so i was guessing that was the end of the demo? If not i just had no clue what i was doing just running around randomly getting lucky finding keys. I would suggest adding some kind of map to it to help players know where theyve been or something of that nature. NO BUGS THAT I FOUND.


Major addition to the engine with the inclusion of a map system that works out your location on each floor and displays it for you to make it a bit easier to work out where you are.
Just need a quick bit of input to see what sort of things should be included in the map.
Current access key is M but will be re-definable once I'm happy things are working right.

Leigh
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