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CoolGamesChad

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A member registered Oct 04, 2022 · View creator page →

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Thanks for the high marks! And I totally agree about the guns. But it might be next year before I can get to that, because first on my list is creating more diverse and interesting worlds.

Yes. My current plan is to make diverse environments for the player to adventure through. I should have more challenging environments spawn when the kill count is higher. That makes sense.

I'm so glad you like it! And those are good ideas.

OK I made an audio effects engine and added footstep sounds.

That's a good point. I don't currently have positional audio effects in my engine yet. Maybe I should prioritize that now.

Patched: when the player respawns, monsters are removed, monster spawn cap is reduced to initial value, and guns are allowed to spawn so the player can get re-equipped.

I like this! Or maybe one of your guns is dropped at the place where you died?

Yeah you're right about the font rendering. I'll put that on my list.

I'm glad you like it, and that you recognize it's only in progress. Let me know if there are specific features you want to see. I updated the game just now with some big changes.

Oh those stairs are temporarily closed for construction. You'll have to go around. ;)

I'm glad you like it! What kind of boss? Giant tentacle potato? ...Octatopus?

Maybe a four-legged monster with a big mouth, called hippotatomus?

It's happened to me twice. I still haven't figured this one out.

I found that if you throw another grenade at it, it will activate.

Yes, I know about this bug. The world generator sometimes makes bad arrangements. I hope to fix it later this year.

And also the rh.r thing was only going to work in v0.016. It changes every time the code is compiled.

I asked ChatGPT to write that, right after I saw your comment. lol

In the future, yes. But with the existing set of weapons complete I will be spending my time on game mechanics, enemy behavior, and world variation.

exactly.

Neurological Aberrations in a Man-Eating Mutant Potato Monster: A Brainless Anomaly

Abstract: This scientific investigation aims to explore the unconventional neurobiology of a man-eating mutant potato monster, postulating the absence of a conventional brain structure. By delving into the creature's unique evolutionary trajectory, genetic mutations, and adaptive strategies, we present a comprehensive explanation for the absence of a brain in this aberrant organism.

Introduction: In the realm of biological sciences, the phenomenon of a brainless organism challenges conventional understanding, as it deviates from the standard neurological blueprint observed in most multicellular organisms. Our study focuses on an extraordinary example: a man-eating mutant potato monster exhibiting distinct adaptive characteristics, despite the apparent lack of a centralized cognitive organ.

Methodology: To investigate the neural architecture of the mutant potato monster, a combination of histological, genetic, and comparative analyses were employed. Microscopic examination of tissue samples, including the major sensory organs, neural ganglia, and potential brain regions, was conducted. Additionally, we sequenced the monster's genome, scrutinizing genes associated with neural development and brain formation.

Results: Contrary to expectations, our study revealed an intriguing absence of a recognizable brain structure within the mutant potato monster. The microscopic analysis of neural ganglia distributed throughout the organism's body revealed rudimentary clusters of neurons but lacked any discernible centralization. Additionally, comparative genomics indicated deletions, mutations, and inactivation of genes crucial for brain development, such as those involved in neural tube formation and neuronal proliferation.

Discussion: The evolutionary trajectory of the mutant potato monster offers possible explanations for the absence of a brain. It is postulated that an accumulation of genetic mutations, driven by adaptive pressures, may have resulted in the loss of conventional brain structures. Given the monster's subterranean habitat and predatory nature, alternative adaptations, such as an enhanced sensory system and decentralized neural networks, might have been favored over a central processing unit.

Theoretical Framework: It is hypothesized that the mutant potato monster has undergone a process of neuroplasticity, wherein neural functions and information processing have been distributed across multiple regions of the body. The decentralized neural ganglia observed in our study may perform specialized sensory and motor tasks, allowing for effective hunting, feeding, and survival without the need for a centralized brain.

Conclusion: The man-eating mutant potato monster represents a unique case in the annals of neurobiology, defying conventional expectations of a brain-dependent cognitive system. Our findings suggest that the absence of a brain in this organism is likely a result of genetic mutations and the evolutionary optimization of sensory and motor abilities for its predatory lifestyle. Further research into the neurobiology and genetics of such unusual organisms will undoubtedly shed light on the diversity and adaptability of life forms across the biological spectrum.

Ok. I will proceed to debug a door that won't open. Thanks.

yes. potatoes don't have brains.

Pictures and a hand-drawn diagram? That's some dedicated feedback. Thanks!

If there's any chance you've still got this browser instance open... go into the console and type in "rh.r" (without the quotes) and hit enter. Assuming you were playing v0.016 that should provide the seed that was used.

I have fixed the grenade thing. Thanks for the tip.

Was it the very first space? And was there a door that would not open, or no door at all?

Was the game laggy? The architect becomes suspended if there are no leftover milliseconds for it to work. It's supposed to work during spare time to generate the next rooms while you're playing, so that is something that can go wrong. If so, there will be a door but it just won't open.

Also, sometimes the entrance door and exit door are placed side-by-side, which can make you think there's no way out but actually it's just in a cognitive blind spot, which has happened to me a few times and I thought I was trapped.

I will have the game print the random seed to the console in the next update, so if a dead-end happens again there's a chance it could be shared with me and I could reproduce it. Otherwise it's impossible to nab.

Thanks, I'm really glad it runs smooth. Open-source and modding would be fun, but I'm a little shy about sharing my source code. It's kinda messy.

I set the default assignments to what I think people should learn in order to have the most fun: all the gun keys adjacent to the WASD keys. But yeah, it's opinion. That's why configurable controls is the most essential feature for PC games.

I would like to make multiplayer mode in the future, and I have experience making p2p apps, so it can be done. It will not be pvp gameplay though; it will be players vs potatoes. I don't like pvp in online games, in principle.

I increased the brightness for you. I changed it from 0.015 to 0.028 (irradiance).

And I'm putting scroll wheel sensitivity on my to-do list for you also. I'll have to think about the best method of implementation.

darn yes!

Thank you!

Thanks!

I really love the visual style. That marble floor with the reflections was a really nice touch.

I agree. Should work now.

Updated to v0.015, you can now scroll through your weapons by assigning NextGun and PrevGun to your chosen keys or mouse controls in the Options menu. Enjoy!

Thank you so much!

The shotgun doesn't need to be reloaded, it only needs to be pumped, which you must do manually with the right mouse button. Maybe I should include an onscreen tip for this. I only have it pump automatically when equipped so the player doesn't have to think about its last state after switching.

Since you're the second person to suggest scrolling through weapons, I will see if I can include an assignment for that in the options menu. Personally, I like having all my weapons on dedicated keys like swatches on a palette. But I can see that not everyone thinks of them that way. Good to know.

The potato is staggered when hit because I haven't made their reaction animations and behavior states yet, so it's like a placeholder for now. They will be able to express fear or aggression, run around in panic, away from you, to cover, or toward you all at once depending on context.

Nothing makes me happier than to hear somebody had fun.

This game is overwhelmingly adequate. Borders on satisfactory.

Congratulations on your first 3D game!

I could implement a next/prev weapon control that you could bind in the options menu. So the user could assign Tab or mouse wheel up/down.

Pumping the shotgun with alt-click seems odd at first, but with practice it becomes a very satisfying muscular habit. Especially when you master the correct rhythm.

Thank you!