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AlphaEnt2

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A member registered Jul 24, 2022 · View creator page →

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Yeah, I guess I should mention that the unused drain code I released on geo1 is not being used on geo2 and it was remade from scratch, as it's mostly a "monster" type of code. (Hacking a monster behaviour to loop damage after 2 seconds on death sequence. I haven't released the full version of geo2, so the code for it is not released yet, but I plan to do so, after the full version is released, just like i've did with geo1.)

(You can hear a low-pitched voice looping in the background while playing. hitscan has random chances of missing the shot, but still adds to the pressure, as hp drops gives you less points than the first counterpart.)


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Thanks!

Yeah, it was mostly a byproduct of dealing with a 4 day limit during the jam.
I rushed the art as much as I could, and came up with the "homemade injection" as an excuse for both the health drain and the silly artstyle.

I had no time limit for the sequel, but decided to embrace the silly artstyle and expand upon the same style, building more characters, like a snake built of a bunch of circles or a mashup of geometrical shapes to make a tank-like enemy.

I don't consider myself a decent artist, but I like to draw stuff once in a while, so I just thought, why not?
It was a "side-have fun" type of project. (I barely have any Itch uploads, but I have lotsa stuff on moddb)

Now that I became an uncle, I want to do the kind of stuff that could inspire my nephew to do stuff.

The sequel is still unfinished (got busy with a steam game I was hired to program) but at least a demo is available.

https://alphaent2.itch.io/geometrical-hitman-2-chesters-revenge

Ok, so about the health drain mechanic.

"Geometrical 1" doesn't feature a scripted drain mechanic as such.
It just uses a bunch of damaging sectors placed across the whole level.

That explains why things like door, decorations and areas where monster spawned don't make any damage, can't place two things on the same square.
Also, damage floor sectors can't be configured at all, so it makes random(3,9) damage each second at random.


Now, that being said, "Geometrical 2" actually features a more robust drain mechanic, it no longer uses damage sectors, it makes 1-2 dmg each 2 seconds and it only works on nightmare skill, so both the challenge and the mechanic is now worthy and more achievable.

So, in order to activate the script, I place a decoration at the very beggining of a room, to force the players to interact with said decoration before proceeding to the whole level.

That decoration becomes an unkillable monster that does hitscan damage, hitscan goes through walls, so that assures you constant damage regardless of where you are.
And since it's a monster, I can actually adjust both damage frequency and amount.
The engine has a randomizer of sorts, so never expect an accurate value.

So, it is doable via engine exploits, but it's quite hard to nail.

I'm not sure I entirely understand your question, Do you mind giving me an example of what you mean by that?

There's also the possibility that the script gets loaded by either interactive npc's, or walkable grid/terminals.
It is also possible to program custom animation behaviour on enemies and guns, but that's way more advanced.

You did achieved a great tool, let's hope whoever gets in charge now makes the tool justice like you did =P

I have plans to make a port of the game into GZDoom engine, to have more control over certain game elements.
Currently don't have too much time to make such port, though i've did few experiments already.

Also, found a way to script a healthdrain mechanic on the game's sequel. 
You'll lose 1-2 hp if you're playing on nightmare skill only. (easy, normal and hard won't drain health)
The sequel features a different character, so game will be focused on exploration instead, levels will be 2-4 times larger than previous game.


Yeah, A bit pointless of me to reply to a year old comment, but wanted to try few things with a more polished sequel and no time constraints, to push the efpse engine a little bit.

Replying again, just to mention, today released a Demo of geometrical hitman's sequel.
Demo has 3 levels, game no longer has healthdrain mechanics (unless playing on nightmare skill), which encourages exploration (and features another character from the same universe)

New guns, larger levels and few more stuff.

Another minor update, just extended one of the soundtracks, as I thought one of the songs was too short, and literally unfinished. Other than that, everything remains the same.

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I didn't wanted to create a devlog for this, so i'm using the comments section instead.

Made a minor update on goodies rarfile.
It just happened that I found the original, unedited raw samples I recorded with the mic. FL Studio made a backup of them, so thought it would be cool to share the unedited sounds as well.

The game remains unedited, so no changes there.

If you don't care about the goodies, then feel free to ignore the update. And if you do care, the password remains the same, so no need to replay the whole thing to listen to these sounds.

Other than that, everything else remains the same, so that's it.

Just so you know, did an update minutes ago, with the melee wolfos being more forgiving, now they do 5 damage, instead of 20, so players should have a better chance at fighting them and surviving without the need of dodging their attacks!

Cool, thanks for the playthrough! =P

Thanks!

Geometrical hitman 2 glimpse: The sewer levels (2nd half of the game) are focused a bit more on the action side, also showcasing few new monsters.
And again, not using doom engine, but efpse engine instead, just for fun.

(recorded from phone because my computer drops framerates while recording)
So, yeah, this is a sort of sequel/prequel from the geohitman game i've did for the reload magazine x in the keep gamejam.
I had 72hs for the first game, then did a post jam update, now i learned a bit more about programming on this engine and wanted to push things a bit further for the sequel/prequel.

Currently working on the sequel/prequel


Yeah, so i kinda did a major update with improved animations and extended ost.

And created a skill system withing the game, so it no longer has 3 duplicated settings.


But, i am currently working on a sequel/prequel, new guns, new maps and no healthdrain, but more agressive monsters.

Yeah, it was one of the influences, together with anger foot and post void.

I might do some post jam tweaks on later weeks (i'm currently busy on hellslinger)


And i don't know, i may even do a doom port of the project, who knows? XD


At least for now, i plan to experiment with efpse scripts to see if i can improve the drain mechanics and see if i can achieve more control over it, instead of using damage blocks everywhere.

hahaha, yeah, it makes sense. It would had been too random to have a reference to such an obscure random internet meme.


I read the game wanted to have more dante's like stuff on it, but i'm not that aware of the imagery dante's has, so that's why it flew me off my radar.


My second impression was someone's mouth, like, that definitely has to be a nose XD

I have absolutely no idea why my mind kept me skeptical on this one before even playing it, but gave it a try and it surpassed all of my expectations.

Considering the limitations of the efpse engine, i really like how well managed the drain mechanics was implemented, i feel like no damage block were used, so I assume it was via custom scripts, since the editor's interface is kinda limited on stuff that you can customize at times.


Solid artwork for such short amount of time.

Map layout feels a bit too maze like, but that's perfectly understandable considering time constrains.


I was confident about my entry, considering i'm brand new at this engine, but the way this entry used efpse scripts at its full potential makes me feel like i left a lot to be desired.


Again, cool entry and polished art.

Completed the game. Very solid entry, interesting weapon designs, i like how you charge back your health through enemies corpses to ascend again. A bit too difficult on one or two rooms, but a very enjoyable experience overall. Good ambience.

Did i saw a goatse reference on map 2 or that was just me seeing things where i shouldn't XD


Easily readable pickups, that's a good one.

There were moments where I thought projectiles were going to hit a wall, but i guess projectiles have small radius, so they hit me anyway, very good weapon sound effects.


Smooth framerate, that's a bonus :p


Good stuff.

Cool looking entry, i loved with capslock on, the way the weapon animations were made.

The ai is not that smart and i think there's one level that loops itslef over, but I feel by weapons animations alone, this could have a potential to be something major. Like, farcry 3 blood dragon meets hard reset, meets saber beat.


I've recorded my reaction, you can hear how mindblowned i was when i switched weapons, hahah.


I like the theme, bit neon like, futuristic.

I had few issues but that's ok, considering the whole 60hs limit jam thingy.


Ye, good stuff.

Completed the game, really enjoyed the mechanics and execution of the game.


I like the fact that you found a way to implement such complex stuff like cutscenes and mechanics like experience and how it affects players speed and firerate.movemebt feels solid and I liked how the gun looks. Cool hud.


Very cool music, i was moving my body while i was playing the stuff haha.


The only thingni didn't understood was the left hand thingy. Does it attract blood, does it takes away something from me?


I used it few times and i felt like my health was draining, so i stopped using that function.


A sweet lenght for a 60hs gamejam.and the health mechanic plays a major role on the story, so that's a plus.


Ye, good stuff.

I made a 15 second speedrun by jumping over an enemy and walking though walls XD


But I really appreciate the entry, it's cool to see you gave the efpse engine a try. And also, considering the little time we had, you managed to apply the theme of the jam, sooo, yeah!


Don't worry about me doing a speedrun, i like to break other people's games whenever possible, as a "modmaker" it's part of my fun XD


I would like to see this a little bit more developed on post jam updates, with few more maps and perhaps some original art.

You got the theme right. Keep doing stuff.

A pretty solid entry, i reached 6650 points (by choice, you know me for years XD)

I binded the fire button to wheelup abd wheeldown, for the sake of making the combat any easier XD


I wasn't entirely sure if i was throwing shurikens sometimes, idk if you used custom inventory ala hexen, or altfire functions for that, perhaps a larger projectile or sprite would had make things more readable, considering the fast paced nature of the combat.

And perhaps a more readable "i'm about to throw some shurikens at ya" pose for the black ninjas. I would had added a kick function and perhaps a shuriken blocker function just for fun (perhaps the blocker function would had been too much for the 60hs entry) but ye, pretty solid entry overall.

Well animated. Laughed few times at the menu effects XD

I loved it visually, but there were moments where I thought the player's hitbox was a bit too small, like "that should had definitely hit me"

Managed to reach to 60 seconds :P

An overall pretty solid entry. I believe optional skills settings are theorically doable, like easy requiring 2 pink projectiles and hard requiring 4.


Movement feels fluid and responsive. Yeah, I do approve :P


The weapon design, that was cool looking.