The old program is unfortunately long lost, and I deleted the textures and such, leaving only this screenshot as proof this test project existed.

This was my project learning how to do simple programming in a first person shooter. The enemy is a skeleton I pulled from the internet, the rest of the visuals I whipped up quickly. It wasn’t about havingt great visuals, this was closer to trying to make a greybox to learn programming. I made this project with the goal of having simple enemy interactions and working health.

Thanks to my inability to program I ended up with a player character that could be killed, but the enemy did not have working health. The bullets of the gun were actual projectiles and with some settings actually interacted with the skeleton and pushed it back. The final state was a skeleton that was smart enough to chase the player if the player appeared in the field of view, and attack the player if close enough. The player had infinite full auto fire that could push the skeleton back without killing it.

  • serpineslair@lemmy.world
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    6 days ago

    Yeah sounds like a pretty cool game concept.

    Reminds me of that one enemy (in form of a ghost) in Phasmophobia, a Deogen (if my memory serves me correctly). Unlike the rest of the ghosts which only know your location based on any noise you make, any interactions you make with certain objects, or if you are in its line of sight… This ghost ALWAYS knows where you are, except it is really slow.

    I love/hate the idea of an enemy slowly making it’s way over to you from across the map, and you can’t see it, but it can see you. * shudders *

    It would be pretty neat to have a game based solely around prolonging your inevitable demise, trying to survive for as long as possible, maybe with roguelike features such as rng and differing runs.