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Dungeons - Assault Run PSP

From GameBrew
Revision as of 13:10, 19 April 2022 by HydeWing (talk | contribs)
Dungeons: Assault Run
General
AuthorChristoph Arnold (charnold)
TypeShooter
Version1.0.6
LicenseGPL-3.0
Last Updated2008/07/09
Links
Download
Website
Source

Dungeons: Assault Run is a simple first person shooter created based on the author's own 3D engine the PSP Dungeons Engine.

Features

  • Realtime 3D Engine+3D Editor (supports iPhone OS, Mac OS X, PSP and Windows).
  • Texture mapping.
  • Animated textures.
  • Multitexturing.
  • Automatically generating mipmaps + Mipmapping.
  • Generating lightmaps + Lightmapping.
  • Particle effects.
  • Fog.
  • Rendering animated MD3 models.
  • Collision detection.

Installation

This package contains:

  • Dungeons Assault Run game for Mac, PSP and Windows.
  • 3D Editor for Mac and Windows.

Controls

Circle/Cross/Triangle/Square - Move

Analog or D-Pad - Look

L - Jump

R - Shoot

Srart - Start/Stop

Screenshots

pspdungeonsassaultrun3.png

pspdungeonsassaultrun4.png

pspdungeonsassaultrun5.png

pspdungeonsassaultrun6.png

pspdungeonsassaultrun7.png

Media

Dungeons: Assault Run - PSP Gameplay (FPS Homebrew) (DaniBlueFox)

Changelog

Version 1.0.6 2008/07/09

  • Some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format).
  • Editor changes:
    • Set hitpoints of each enemy.
  • Game changes:
    • Set hitpoints of player (config.txt).
    • Faster rendering of world geometry.

Version 1.0.5 2008/06/28

  • Faster collision detection of enemy bullets vs. player.
  • Faster collision detection of enemy vs. world geometry.
  • Slightly faster rendering of bullets and world geometry.
  • New option in config.txt: [GODMODE] on/off.
  • Weapon shooting range + enemy sight range limited to 50 meter.

Version 1.0.4 2008/06/21

  • Editor changes:
    • Game geometry view shows enemie's attack animation frame with the bullet's starting position.
  • Game changes:
    • Simple enemy AI:
    • Enemies check, if they see the player and alarm other enemies.
    • Enemies are alarmed when the player shoots.
    • Global alarm stops when no enemy sees the player for some time.
    • Enemies evade when the player aims at them.
    • Enemies try to aim at the player, when they are in alarmed state.
    • Enemies shoot at the player (visible bullets).
    • Collision detection bullets - player, player dies after some hits.

Version 1.0.3 2008/05/02

  • Some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file/create game format).
  • Editor changes:
    • Bug removed when opening a map that has fewer mapareas than the currently selected maparea (now the current maparea after opening a map is always the first).
    • New property per component: is level-exit (yes/no).
    • When the player collides with this component, the current map is deleted from memory and the next map is loaded (the map names must be map001.d2, map002.d2, map003.d2...).
    • When a map has a level exit and there is no next map, the map001.d2 is loaded again.
    • When the next map has a different modelpack, the md3 models are also deleted and loaded.
  • Game changes:
    • Config.txt file (in system folder), here you can set vsync on/off and change the titlescreen text.
    • Particle effect when hitting enemies.

Version 1.0.2 2008/04/12

  • New properties per maparea:
    • Fog on/off.
    • Fog color.
    • Fog start/end distance.
    • z-clipping distance.
  • New property per map:
    • Load complete map into game on/off.
  • Other editor changes:
    • Rotate and mirror local texture coordinates.
    • Confirmation before deleting items.
  • Other game changes:
    • md3 object culling against viewing frustum.

Version 1.0.1 2008/03/16

  • New:
    • Some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file/create game format).
  • Editor changes:
    • lights: size 0 = invisible light.
    • startweapon: -1 = rendering no weapon, no crosshairs in game (=standard for new map).
    • Now possible to make maps without a modelpack (enemies/weapons), player weapon and crosshairs.
    • Fixed: crash of weaponlist in edit startpoint, when no modelpack loaded.
    • Fixed: calculation of game geometry for open areas didn't remove hidden polygons (means, calculated too many lightmaps, rendered to many polys).
    • Calculate game geometry depends now on maparea properties (lightmaps yes/no, so lightmaps can be deleted, sealed/open area).
    • Editor help file updated.
    • New option in modelpack (per weapon): 1st person offset x,y,z.
    • "Real" skybox per maparea (no more big, far away walls needed) yes/no + index of 6 textures: front, back, left, right, top, bottom (the sample textures are from http://skymatter.thegamecreators.com/?f=sample).

External links

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