TakeDown Version 0.3ish
TakeDown is a 2D game of action and strategy, taking elements from traditional
arcade style games and modern, story driven strategy games. You take on the
role of a 'Peacekeeper', the most elite soldier the world has ever seen. You
are the first and final fighting force to protect the fabric of society from
those that seek to destroy it.
Please read all of this document before attempting to run TakeDown.
Manual Installation
The .zip file that Takedown is distrubted should put the resource files in
the correct subdirectories. However, these files must be manually put in their
destinations:
- Wavemix32.dll - Windows system folder usually, C:\Windows\System\
- hatten.ttf - Windows fonts folder, usually C:\Windows\Fonts
If you already have a newer version of either of these files, do not
overwrite the newer version.
The other files should be in the following directories:
- (Main TakeDown Directory)\Resources - All .bmp files
- (Main TakeDown Directory)\Sounds
- All .wav files
- (Main TakeDown Directory)
- All other files
Interface
Double-click the file TakeDown.exe. This will bring you to the main menu with the
following options:
New Game - Begin a new game of Takedown at the start of any episode.
Continue - Continue the game that you are currently playing or have just loaded.
Load/Save - Save your current game so that you can continue it later OR load a game you
have previously saved.
Help - Gameplay and control instructions .
Options - Not currently implimented
Exit Game - Exits the game.
Playing
For gameplay and control instructions, click the Help button in the main menu.
When you are killed or you choose to exit during a mission, you will return to the main
menu. Clicking Continue will return you to the last level that you were playing.
You can only continue a game from the start of a level. When you load a saved
game, you will return to the start of the level that the game was saved on.
Troubleshooting
If you experience problems running Takedown, try the following steps:
- File locations Make sure that wavemix32.dll is in your Windows\System
folder, Hatten.ttf is in your Windows\fonts folder, all .wav files are in
a subdirectory called Sounds and all .bmp files are in a subdirectory called
Resources.
- Make sure your screen resolution is at 800x600 or above. Right
click on your windows desktop, click Properties, click Settings, and adjust
the Screen Area Slider.
- Make sure you are running in 16 bit high color. Right click on
your windows desktop, click Properties, click Settings, and select High Color
on the colours box.
- Close any unneeded programs before running Takedown Close all
open programs to improve performance.
- Make sure you have installed all files in the correct locations. (All
files DO NOT go in the same directory) Read the Manual Installation
instructions above.
- Check your suckiness: Takedown will not run on computers that suck.
It also will not run for people who suck. If your computer does not suck then
remove any sucky people in your vicinity. If the program still does not run
then the problem will either be A) you suck or B) the program itself sucks.
In either case, there is no hope.
Version History
key:
Major feature.
New feature.
Internal change. You probably won't notice.
Bug fix. I just wanted to use the crossed-out text.
Version 0.3
- Now paths are stored to each pathnode as well as the player.
- Time before being notice changed. Enemies notice player more quickly when
he's closer. changes to seeing shots, friends and explosions.
- Enemies attempt to surround after certain periods of fighting.
- Enemies become more suspicious as they see things. Over time they become
less suspicious.
- more slots for: triggers, shots, explosions, objects
- 10 count down\up timers with bools for direction
- Enemy shooting is more random
- Multiplied all health and damage by 20, so there can be more precise
damage amounts
- removed Set Gun command
- Conds now have 3 props (not 2)
- Flags now exist, allowing complicated missions
- killgoal and countdowntime removed, keeping Healamount
- added decorations, offonable
- new text messages
- Paths only check for other paths closer than 7 units - allows me to use
lots of pathnodes without slowing the game
- When navagating on the path network, don't let enemies do a Cansee check
for other paths. Instead, check if the path that they are standing on is linked.
- Up to 4 options in briefing, so the player can make decisions.
- Graphics loaded out of files
- Improved controls - no more annoying ziggy movement!
- Different types of runto command - they can be patrolling or be determined
to go where they're going
- Speed up blue and purple explsion animations
- Scripting system - Mutiple conditions! Multiple actions!
- Halved sound quality, so sound files are smaller
- all explosions now have 5 frames (before some had 5 and some had 3)
- each shot type has its own fire sound and wall hit sound
- Sounds - message beep, overheat warning
- Saving+loading works
- enemies see things behind them with 25% efficiency, when unaware
- Make enemies use clearer paths, don't use LOS for pathfinding
- delay after death before message box pops up
- Improved 'loading screen'
- AI Movement - weigh up value of all 5 possible moves, then choose the best
one.
- rows of objects compressed into one large object - should speed up LOS
checks tenfold...
- Fatal LOS bug corrected - Got the sucker! - angle values were inverted
in each quadrent - I didn't notice because I only checked the middle values,
which remained the same.
LOS still has small irrationalities, however - some squares visible in
large area of non-visible squares - I guess this is because of the centres
being so specific. Idealy, the desired angle would be a spread, not a single
value.
- increased enemy limit by 3x to 30 - my computer can handle it - big firefights!
- Notes implimented! You can view and cycle through them. They're just
a label, so they flicker.
- Bug fix - when the player cannot be seen by a path, we don't waste time
trying to draw one to him. This also means enemies will go to the last place
he was on the network, instead of trying to force their way to him, which
will be better most of the time.
Version 0.2
- Navagation paths for semi-intelligent movement.
- AI rework
- LOS improvements?
- Player's weapon is kept between levels
Double framerate Processor usage should now be halved!
Flickering HUD Now the screen is in a picture box and is refreshed
seperatly.
- Improved interface - Smooth moving health bar, warning before exit.
Credits
I would like to that all writers of tutorials; it's people like them that make
programming easier for those of us who can't program. However, this project
was made entirely by me: I have only myself to blame.
I hope you've enjoyed reading this document as much as I enjoyed writing it.
Now the fun's over, it's time to try out the actual game...
and it just wouldn't be right without a hidden sentence at
the end, would it?