Help file for game Averageness
Overview
- PC Configuration
- How-to game
- How-to editor
- Keys
- Creating a new map
- Credits
PC Configuration
Minimal configuration is really minimal - you can run the game under it, but it would not run at 100fps!
On recommender configuration - you can play game at 100fps, but without post-processing.
On optimal configuration - you should run with everything on 100fps. Our engine is using OpenGL, and you must
have at least Windows 98.
Minimal configuration
- Processor - Intel Pentium 1.5 GHz (or equivalent)
- Memory - 128 MB RAM
- Graphics card - GeForce FX 5200 (or equivalent)
- Audio card - 22 kHZ sound support
Recommended configuration
- Processor - Intel Pentium 2.6 GHz (or equivalent)
- Memory - 256 MB RAM
- Graphics card - GeForce 6600GT (or equivalent)
- Audio card - 44 kHZ sound support
Optimal configuration
- Processor - Intel Pentium 3.0 GHz (or equivalent)
- Memory - 256 MB RAM
- Graphics card - Ati Radeon HD series (or equivalent)
- Audio card - 44 kHZ sound support
- it's possible to change some features (such as width/height of window, etc.) in Data/Engine/Initialization.ini
Of course, higher cpu frequency, bigger memory, faster graphics cart - you can run all better (at better framerate). Supported Graphics cards:
GeForce 5 series
- GeForce FX 5200
- GeForce FX 5600
- GeForce FX 5800
- GeForce FX 5900
GeForce 6 series
- GeForce 6200
- GeForce 6600
- GeForce 6800
GeForce 7 series
- GeForce 7800
GeForce 8 serie
- GeForce 8500
- GeForce 8600
- GeForce 8800
Amd/Ati Radeon HD series
- Radeon HD 2600
- Radeon HD 2900
The game should run on every card, which has opengl extension GL_ARB_shading_languague100 (= Shaders) - as Radeon 9xxx series
or higher, ... - but we tested it only on few GeForce and Radeon HD. Every card in the list should be ok, but if not -
send me a mail vilem.otte@post.cz
our game engine (Otte Engine) supports some nice features in this game:
128-bit High Dynamic Range Rendering
Bloom Effects
Parallax Normal Bump Mapping
True Volumetric Lighting
Multisample Antialiasing 24x (only, when HDRR is turned off)
Portal Occlusion Rendering
Transculency and Light Scattering (Look at the logo - OtteEngine)
...
How-to game
Goal of this game is to get all Becherovka Bottles and you mustn't die, while you're underground. Controls are quite
simple - in main menu are buttons (with english text), after starting a new game - keys W,A,S and D (W - forward, A -
strafe left, S - Backward, D - Strafe right), are for moving, and mouse is for looking - rotating a camera. The best
is to have a right hand on keyboard and left hand on mouse. If you're playing, in left-bottom corner of the screen,
there are you hit points, if you collide with pile or campfire, your lives are draining. If you have no hit points,
you'll die - you're restarting whole level. If you take a Bottle of Becherovka, your lives are restored (a 1/10 of them).
If you take all of the bottles of Becherovka, you'll win. Buttons in menu are same as all buttons (pressing of left
mouse button will turn them on), if you press escape in main menu - you'll start new game (if you haven't started one
already) or you'll get back to the game. In other "windows" - escape will get you back to main menu. Warning - try
not to collide so much with the corners of the dungeon - it can get you out of map - i'll try to create patch, but
the main problem are 3ds models.
How-to Editor
Control of editor is based on use of mouse and buttons. With the keys F1/F2/F3 you're switching between mods of buttons
(F1 - corridors, F2 - static and dynamic objects, F3 - Helper objects and objects needed to play a game). If you create
an object an you want to move that object, you MUST SELECT IT FIRST, then you can move it with cursor arrows on keyboard +
PageUp/PageDown, and you can rotate it with numpad keys 4 and 6. By the pressing of right mouse button you de-select object.
If you press mouse wheel, you can move with camera (same as pressing WASD), keys Q and E are moving camera in vertical
direction. CTRL + Mouse move is rotating the camera. CTRL + S saves map. If you shutdown editor, you can't work with
saved map after starting editor again!
You must create object LIGHT on campfire or torch - they're not lighting on their own, it must be two objects
Keys
Editor
- F1 - button mod - wirking with corridors
- F2 - button mod - wirking with static and dynamic objects
- F3 - button mod - wirking with objects important to play a game
- W - camera move forward
- A - camera move strafe left
- S - camera move backward
- D - camera move strafe right
- E - camera move down
- Q - camera move up
- Arrow Left - selected object moves left (only if you're viewing from the base camera position)
- Arrow Right - selected object moves right (only if you're viewing from the base camera position)
- Arrow Down - selected object moves nearer to camera (only if you're viewing from the base camera position)
- Arrow Up - selected object moves further from camera (only if you're viewing from the base camera position)
- PageUp - selected object moves up
- PageDown - selected object moves down
- Delete - deleting of selected object
- Escape - exit editor
Game
Main Menu
- Escape - New game, if the game has been started, then resume game
Authors
- Escape - Back to main menu
Ingame
- Escape - Back to main menu
- W - move forward
- S - move backward
- A - strafe left
- D - strafe right
- Mouse move - rotate view
Creating of new map
Create Ending Corridor (button - swapped C), choose it with mouse and move one time right (Right Arrow Key), then create room,
only with one exit (button - square with one "free" place), choose it with mouse and press numpad 4 one time, move it
two times left (Left Arrow Key). Press F3, you've been swapped to helper objects. Create object Start (where you begin)
and move it into ending corridor - it mustn't collide with the walls of corridor. Now create the End object (target objects
- Bottles of Becherovka), move it on other side of the room. Create object Light (glowing light button) and move it into the
middle of the room and a little above the floor. Now press F2 - create campfire (button - wood in the fire) - get it into
the center of the room, under the light (it'll damage you, when you step on it). The simpliest level is completed, you
can drop some other objects :-) and save (CTRL + S) - by the way, there is pile, which damages you too.
Before you can play your level, you must copy file "path of the game/Data/Editor/Dungeon.txt" to the
"path of the game/Data/Maps/Map.txt" - you should copy Map.txt and have fail safe copy of the first map. When
you have your map at place and when it's called Map.txt, you can play your map.
Credits
Authors :
Programming and graphics - Vilém Otte
Music - band Osťak
Cooperation (Betatesting, etc.) - Adéla Otte
I used libraries FMOD (one of the best audio libraries), OpenGL (2D and 3D graphics - the best library on rasterize rendering), WinApu (Window and timing - thanks to Microsoft for it), OtteEngine (My own engine, it's still growing :-).
Athors of this libraries own all rights on this librariesm i used them and agreed to their licences. This program isn't created to use as commercial product
Contact
Vilém Otte (author of this game and this article) - vilem.otte@post.cz
band Osťak (great music band) - www.ostak.wz.cz
FMOD library (one of the best audio libraries) - www.fmod.org
OpenGL library (great library to work with 3d graphics using rasterizing) - www.opengl.org
WinApi (simple and wide-usable api) - www.microsoft.com