The Blender Game Engine is a component of Blender, a free and open-source comprehensive 3D production suite, used for making real-time interactive content. The game engine was written from scratch in C++ as a mostly independent component, and includes support for features such as Python scripting and OpenAL 3D sound.
For this Diary of Devs #26 I have prepared a small video to show you the gameplay of Reliefs with the new game engine, Unity.
It is not easy to explain how the game work, a video is more simple!
- Actually, in the game you can walk forward, backward and on the sides.
- You can run and jump with a double jump.
- If you run and jump on a wall you can do a double jump on the wall to jump higher.
- You can climb on the ropes or on the walls.
- You have also the possibility to crouch you.
- And you have a torch, that you can drop or take on the floor because if you have a torch in your hand, you can not run or jump.
- Also you have a spear with ropes join to launch on the wall (wood) in order to climb on the high walls. But this part of the gameplay is
not finished for the moment, that's why it is not visible in the video.
Thank you everyone and see you soon for the next Diary of devs!
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Exploration and destruction game with parody story !
tournevis coupe-boulon casier de table de table casier
Reliefs is a first-person platform adventure puzzle game in a Mediterranean environment covered with Roman ruins left for centuries or indeed millennia.
Sci fi puzzle game with stealth elements in the atmoshpere of cold space and zero gravity.
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Highest Rated (4 agree) 10/10
I have used before many engines, such as Dark Basic, game maker, rpg maker, Blitz3D and Panda3D. The Blender game engine has an excellent workflow(inside the 3d program), has a easy, acceptable fast(not fast as C++ thought) and largely supported programming language(python); is free; packed with features; is still actively maintained(more by the community than blender.org devs thought); has many kind users and exports the game to Windows, Linux and Mac, and maybe in the future Android. I constantly…
Apr 23 2012 by Yukoarts