View Full Version : Fooman 2!
Black Ninja
May 12, 2005, 07:38 PM
I don't know if this necessarily belongs here, but it IS a game being developed by someone in the community. You can find a demo of my 3D pacman clone here: www.fooproducts.com/downloads/Fooman_2_DEMO.zip
Please, please, PLEASE read the readme. It lists the known issues and such, and I don't really want to hear the known issues over and over.
White Rabbit
May 13, 2005, 07:42 AM
It's not that fun because it's just a demo and lacks all the good stuff you described in the readme. The major problem with it is that the controls are sluggish, and you have to position Fooruman exactly between two walls in order to make him go through the gap, and that's a pain, especially when you got red ghosts chasing you. The camera system needs to be larger because in the old Pacman, you could see the whole playing area. In this game, the camera seems to zoom in all the time, and only zoom out when you stop.
Radium
May 13, 2005, 05:39 PM
Good start, but some suggestions:
-Make movement grid based. WR is right about positioning yourself between walls.
-Make the characters less flat. Can you draw them in front of the wall behind them, like the thingies you pick up are?
-Make the camera angles a bit less annoying. The movement is usually done well, but sometimes you can't see where you're going.
n00b
May 13, 2005, 06:38 PM
Everything Radium said and these:
-Fooruman actually looks ok, but the monks look glued to the floor.
-The AI is attrocius, I was able to go through a whole level not being chased once, I even walked straight in front of the monks and they just let me be.
Radium
May 13, 2005, 08:15 PM
N00b has a point. The latest Game Maker can automatically calculate the shortest distance between two points through a grid-based maze; you should be able to make a flawless AI with only a few lines of code.
White Rabbit
May 14, 2005, 04:32 AM
Oh, and make it more than a Pacman-clone. Add more traps, different enemies, different scripts (AI) for different difficulties, more bonus objects, (maybe weapons or useable objects???,<s>3D Jazz bonus lvls</s>, etc.
Black Ninja
May 14, 2005, 08:25 AM
Lots of extra stuff like that is planned. The enemy in level 2 is one of the ideas I had for new enemies, but at the moment he doesn't quite work like he should. I am planning to actually have the monks chase you if you get within a certain distance, so don't worry - they will be smarter. I'll probably release a second demo/beta eventually.
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