|
|
cave9 news
2008.04.18
Released version 0.2:
- new game mode, similar to the original SF-Cave, with only one button;
- better controls: use the up (or down) key to activate both thrusts;
- better README documentation;
- audio and shaking feedback;
- bugs and compilations fixes (now compiles in C99 mode).
2008.03.20
Submitted to happypenguin.org and freshmeat.net
Minor improvements:
- smoother camera movement
- bumpy cave walls, for added realism
- automatically pauses the game when toggling fullscreen mode.
- removed red marks (was for texture debugging)
2007.10.14
Many improvements on the user interface:
- simpler HUD and minimap;
- new ship model that tries to simulate an artificial horizon display;
- rewrote path generation that seems more controlable and perhaps more fun;
- text is more beautiful, specially with a truetype font;
- keeping -- and comparing at the end of the game -- global, local and session hiscores;
- more command-line options;
- data files now are called: cave9.jpg and cave9.ttf
2007.09.24
zED finally mapped the Ary texture in the game, and made a HUD with a mini-map.
Download a texture and font files from the featured downloads on the right panel, and rename them to texture.jpg and font.pcf to play the game.
2007.02.06
Better collision detection algorithm, by bart and bogado.
2007.02.05
Cave started to move sideways, and a visualization bug was fixed.
2007.01.29
The game, of course, is far from completed, but we managed to create an almost-playable rudimentary version. Ary made a nice texture, but the code to apply to the cave it is not there yet. On Saturday dbb, aided by bart and zED, created a good cave-generation perl code, but it only goes up and down, no sideways movement yet. Sunday morning it was converted to C and integrated in the game by bart and zED.
2007.01.27
The 9Hells team aims to create a simple game in a code marathon on a weekend.
Sign in to add a comment
