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Dungeons: Assault Run | |
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General | |
Author | Christoph Arnold (charnold) |
Type | Shooter |
Version | 1.0.6 |
License | GPL-3.0 |
Last Updated | 2008/07/09 |
Links | |
1.0.6 & Editor Download | |
Website | |
Source | |
Dungeons: Assault Run is a simple first person shooter created using the author's own 3D engine the PSP Dungeons Engine.
Features
- Realtime 3D Engine+3D Editor (supports iPhone OS, Mac OS X, PSP and Windows).
- Texture mapping.
- Animated textures.
- Multitexturing.
- Automatically generating mipmaps + Mipmapping.
- Generating lightmaps + Lightmapping.
- Particle effects.
- Fog.
- Rendering animated MD3 models.
- Collision detection.
Installation
This package contains:
- Dungeons Assault Run game for Mac, PSP and Windows.
- 3D Editor for Mac and Windows.
Controls
Circle/Cross/Triangle/Square - Move
Analog or D-Pad - Look
L - Jump
R - Shoot
Srart - Start/Stop
Screenshots
Media
Dungeons: Assault Run - PSP Gameplay (FPS Homebrew) (DaniBlueFox)
Changelog
Version 1.0.6 2008/07/09
- Some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format).
- Editor changes:
- Set hitpoints of each enemy.
- Game changes:
- Set hitpoints of player (config.txt).
- Faster rendering of world geometry.
Version 1.0.5 2008/06/28
- Faster collision detection of enemy bullets vs. player.
- Faster collision detection of enemy vs. world geometry.
- Slightly faster rendering of bullets and world geometry.
- New option in config.txt: [GODMODE] on/off.
- Weapon shooting range + enemy sight range limited to 50 meter.
Version 1.0.4 2008/06/21
- Editor changes:
- Game geometry view shows enemie's attack animation frame with the bullet's starting position.
- Game changes:
- Simple enemy AI:
- Enemies check, if they see the player and alarm other enemies.
- Enemies are alarmed when the player shoots.
- Global alarm stops when no enemy sees the player for some time.
- Enemies evade when the player aims at them.
- Enemies try to aim at the player, when they are in alarmed state.
- Enemies shoot at the player (visible bullets).
- Collision detection bullets - player, player dies after some hits.
Version 1.0.3 2008/05/02
- Some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file/create game format).
- Editor changes:
- Bug removed when opening a map that has fewer mapareas than the currently selected maparea (now the current maparea after opening a map is always the first).
- New property per component: is level-exit (yes/no).
- When the player collides with this component, the current map is deleted from memory and the next map is loaded (the map names must be map001.d2, map002.d2, map003.d2...).
- When a map has a level exit and there is no next map, the map001.d2 is loaded again.
- When the next map has a different modelpack, the md3 models are also deleted and loaded.
- Game changes:
- Config.txt file (in system folder), here you can set vsync on/off and change the titlescreen text.
- Particle effect when hitting enemies.
Version 1.0.2 2008/04/12
- New properties per maparea:
- Fog on/off.
- Fog color.
- Fog start/end distance.
- z-clipping distance.
- New property per map:
- Load complete map into game on/off.
- Other editor changes:
- Rotate and mirror local texture coordinates.
- Confirmation before deleting items.
- Other game changes:
- md3 object culling against viewing frustum.
Version 1.0.1 2008/03/16
- New:
- Some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file/create game format).
- Editor changes:
- lights: size 0 = invisible light.
- startweapon: -1 = rendering no weapon, no crosshairs in game (=standard for new map).
- Now possible to make maps without a modelpack (enemies/weapons), player weapon and crosshairs.
- Fixed: crash of weaponlist in edit startpoint, when no modelpack loaded.
- Fixed: calculation of game geometry for open areas didn't remove hidden polygons (means, calculated too many lightmaps, rendered to many polys).
- Calculate game geometry depends now on maparea properties (lightmaps yes/no, so lightmaps can be deleted, sealed/open area).
- Editor help file updated.
- New option in modelpack (per weapon): 1st person offset x,y,z.
- "Real" skybox per maparea (no more big, far away walls needed) yes/no + index of 6 textures: front, back, left, right, top, bottom (the sample textures are from http://skymatter.thegamecreators.com/?f=sample).
External links
- Author's website - http://caweb.de/caweb/engine.html (archived)
- QuickJump - http://forums.qj.net/psp-development-forum/136241-psp-dungeons-assault-run-3d-editor.html (archived)