PLAY NOW!
http://rocklandsoftware.net/beta.php
Game info:
http://rocklandsoftware.net/Caveman.php
New for beta 12:
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* refactored and improved AI
* give orders to party members
* sound effects
* music
* animations for actions
details:
* following band members now keep up during cross country movement.
* band member AI uses best weapon
* band member AI leaves temp shelter on hostile encounter
* band member AI: stops action if animals nearby. animal must now be within 50, not 100. warriors, companions, tamed, subdued, captured, and non attack_AI animals are now excluded.
* game now checks for encounters once per party, not once per BM. doesn't check encounters for BMs who are within 300 of a BM who has already had their encounters checked.
* fixed: don't let 2 bm's butcher same animal!
* band member AI: attack orders: doesn't attack wounded fleeing thief? cant catch - target too fast?
fixed: was comparing target run speed vs BM walk speed for "skip if target is to fast to catch"
* new AI and orders menu design
* new bandmember AI done
* new orders menu done
* compiles with no warnings with all warnings turned on. fixed a half dozen non-explicit conversions, made them explicit.
* compiles with no warnings in static code analysis. fixed a few potential range check errors, and a couple of possibly uninitialized variables.
* made new band member AI use sprint speed
* made new band member AI play correct animations
* animal and avian AI done
* model animal fatigue
* model animal (flunkey) sneak detection
* set "animal taking fire variables" in check_missile_collision code
* avian version of do_orders
* new avian AI
* load and save animal[a].diving
* collision maps
* ambient sfx
* water sfx
* fire sfx
* BM atttack sfx
* play action animations w/ ani camera view
* finished animal attack sfx
* npc attack sfx
* bm take non-missile hit sfx
* npc take non-missile hit sfx
* code for animal take non-missile hit sfx
* takehit sfx for all animals
* random grunts - caveman ambient audio
* missile hitting tgt sfx
* code to play action sfx
* assign sfx's to all actions
* assign make/repair sfx's to all object types
* get/find sfx for all object types
* sfx when learn skills that use male/female voice (singing and talking type skills)
* ocean sfx when near ocean
* action anis
* stop all wavs when quit game.
* don't let player tab to dead BM
* music
* all audio working
* no random sfx at high game speeds - runs out of voices
* destroy_finished voices added to run_song, stop_all_wavs, and play_ambient_audio
* music starts at title screen now - not main menu
* when possible, uses sfx/wav # != -1, not Zvoice_is_playing to determine if a wav is playing
* use shift select for give bm item
* band member menu: show bm name and relations
* abandon current hut and take over this one: i suspect they will lose all their stuff at the old hut!
when hut is abandoned, instead of asking player if they want to abandon their old hut and take this one over,
create an abandoned hut world object that weathers away over time.
player can take it over at any time.
abandoned hut actions: takeover, inspect, demolish.
added abandoned_hut object, and inspect and demolish actions for abandoned_huts
* remove non-hostiles over time when gamespeed > 128x
* increased volume of smallherd_takehit.wav
* fixed defend ai: now only attacks if tgt is within 50.
* tutor: automatically stops cross country movement when the player first finds water, food, and rocks.
* audio: fixed: didnt check for voice ptr=0 in voice is playing
* doesn't switch to action ani fast enough? was calling startani with params reversed!
* fixed: cave hyena attak sfx is lame
Caveman 3.0 beta 13 released!
http://www.gamedev.net/blog/1730/entry-2260631-caveman-30-beta-13-released/