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Updated: 11-10-12 07:44 PM
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Updated:11-10-12 07:44 PM
Created:11-04-12 07:35 PM
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MoosePacCraft (in dev.)

Version: alpha, 5.0.2
by: Magicmoose [More]

I started this last year to see if it was possible to make a pacman addon. I have never seen one before.
(if you know of one I wouldn't mind taking a look at it! link please!)

Now that I feel I did a pretty decent job with tetris, I want to see if I can get this to a playable state.


This is a very early version for testing the movement functions and is not yet intended to be playable.

Features so far
- a system to create and delete playable maps (see below)
- ghosty enemies with adjustable "aggressiveness" (will choose a more direct route to the player)


Commands and Keybinds
There are a lot. Most will be replaced with an interface.
/pac - shows the game window
/pac map list -print a list of available maps
/pac map set [name] - set the map to [name]
/pac map delete [name] - delete [name] map, or use "all" to delete all maps
"WASD" cluster to move in game
ENTER to pause/hide the game window
"V" spawns a ghosty with a random color

The Map-builder
Commands and interface provide a way to create and save maps. Simply click and drag within the mapbuilder window to create paths.
/pac mapbuilder - show mapbuilder window
/pac mapbuilder clear - clear the mapbuilder
/pac mapbuilder set [length]x[width] [name] - set mapbuilder to dimensions and give name
ENTER once again to close the window
"1" + mouseover will place the player starting position in the path under the mouse
"2" + mouseover works the same for the enemy starting position
"3" + mouseover places then enemy holding position, (not fully implemented) where the enemies are held after being eaten
"S" saves the map


Feedback is immensely appreciated. Thank you for testing!

Latest Changes:
- game speed is now less dependent on client fps. but as a result, graphics may look a tiny bit more choppy
- added command '/pac agg [0-100]' for testing purposes, to easily adjust the aggressiveness level of enemies. 100 being extremely aggressive and will cause enemies to always try to choose a more direct route towards the player.

A5.0.2
  • added another default map, many more to come later.
  • game speed is now less dependent on client fps. but as a result, graphics may look a tiny bit more choppy
  • slight movement speed adjustments
  • reduced the amount of garbage enemy movement generated by a significant amount
  • added command '/pac agg [0-100]' for testing purposes, to easily adjust the aggressiveness level of enemies
  • ate like 3 donuts
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Unread 08-10-13, 05:26 PM  
asett
A Defias Bandit

Forum posts: 2
File comments: 1
Uploads: 0
Seems really cool in the game. I spawned 30 ghosties, game fps still 60. Agressiveness works correctly. I am really looking forward to non-beta.
/mapbuilder does not show up.
Abilities are great idea, i would reccomend Divine Shield to paladins and Sprint to rogues.
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Unread 11-10-12, 07:51 PM  
Magicmoose
A Kobold Labourer
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 7
Uploads: 9
I reduced the fps dependency and the incredible amount of garbage enemy movement functions were generating. For the next update, I want to make the game more playable because it is much more fun to test a game that semi-functions.
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Unread 11-08-12, 01:17 PM  
Magicmoose
A Kobold Labourer
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 7
Uploads: 9
Right now my priority is to fix the game speed so that it's not so dependent on fps. The game is noticeably slower under 60 fps. I may play with a slider to adjust how smooth it operates.
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